MechCommander is squad-based Real Time Tactical Combat game. Take command of Zulu company from the Federated Commonwealth's First Davion Guards and liberate the planet Port Arthur from the Clan Smoke Jaguar. The game's campaign progresses through 30 different missions. Each mission consists of a number of objectives. Each mech is piloted by a mechwarrior. The more missions and kills a particular pilot has, the more experienced and valuable he or she becomes. If a pilot gains enough experience, he or she will increase in rank. The four ranks from least to greatest are "green," "regular," "veteran," and "elite." MechCommander: Desperate Measures is an expansion pack that was released in 1999. Set immediately after the liberation of Port Arthur, the player once again assumes command of Zulu company in a campaign to liberate the desolate planet Cermak in the Periphery, taken by a renegade Smoke Jaguar Star Colonel for an unknown reason.

Post tutorial RSS MC - Player's Guide - MechWarriors / Mech Warriors

MechCommander Gold - Darkest Hours - MechWarriors / Mech Warriors Actually i'm recreating the tactical guide for mechcommander beginners and players. Since NoGutsNoGalaxy.net is lost - the only copy of information seems to be the one on my personal backup. I upload the information with some cosmetical redesign here on ModDB. This is Part XVI of the MechCommander/MC Player's Guide:

Posted by on - Basic Other

015 BannerMCG MechWarriors


MechCommander Gold - Darkest Hours
Mech Warriors


A MechWarrior is the pilot of a BattleMech, the premier combat unit of the thirty-first century. These 'Mech pilots can be found on battlefields across the Inner Sphere, the Periphery and beyond, whether fighting on behalf of a greater cause or just their own personal ambitions. MechWarriors serve in the armies of the Great Houses or as part of a Mercenary unit, fight in the gladiatorial arenas of Solaris VII, or operate on the fringes of society as pirates and bandits. Among the Clans, a MechWarrior can either be trueborn or freeborn, with the former enjoying greater social standing.


pilotcommercialmini
MechPilot Hiring Commercial


History
With the creation of the first BattleMech in the twenty-fifth century, the face of battle in the Inner Sphere changed. In the centuries that followed these awesome machines and the men and women that piloted them came to be viewed as the modern incarnation of the Knight-Errant. These masters of the modern battlefield were given honors, and some were even raised to the nobility on the merit of their accomplishments. Over time, a social class of MechWarriors formed and a series of traditions became established. During the long years of the Succession Wars, as the Great Houses battled each other for control of the Inner Sphere, many MechWarriors owned their own BattleMechs and a tradition of passing the 'Mech and their responsibilities from one generation to the next within a family line started. These 'Mechs became a treasured resource for those lucky enough to have them and were coveted and repaired again and again over the centuries.
This changed with the end of the Fourth Succession War. With the discovery, development and rapid adoption of many new and old technologies, the ancient 'Mechs that had held the field for so many years became hopelessly outclassed by newer generations of BattleMechs leaving factory lines throughout the Inner Sphere. The average independent MechWarrior could not keep up with the House-sponsored armies in keeping their systems and components up to date and soon fell hopelessly behind. With the coming of the Clans, this became even more evident. The change in culture has had grave consequences for the private ownership of BattleMechs. Most of the newer Inner Sphere produced 'Mechs are owned by the various House Militaries, while among the Clans all property is owned by the Clan itself and a Clan MechWarrior never owns his own equipment.


79367db68c2e5ebdbf6846996bda8b32
Scientists say
: "Women are the better MechPilots!"


Training
For many pilots, training began during their teenage years with entrance into a military school, which provided basic combat knowledge and skills, followed by admission into a military academy. A variety of academies exist offering varying levels of education, but regardless it will typically have taken many years before a cadet graduated with the skills necessary to be a MechWarrior. Alternatively, after military school some MechWarriors may have taken on an internship with one of the fighting stables and learned their fighting skills from some of the best gladiatorial champions. Still other MechWarriors were "homeschooled" by family and friends - particularly if they were born into a mercenary company.
For Clan trueborn pilots, their training began during childhood as part of a Crèche and continued into adolescence as members of a Sibko. Only after having passed their final Trial of Position will they have been granted the honor of becoming a MechWarrior, though some of the more progressive Clans allow a second Trial if they fail the first one. Freeborn pilots who showed sufficient aptitude at an early age also went through sibko training and won their Trial of Position, though they continue to face discrimination by their so-called genetic "betters."

How warrior skills improve in MechCommander

  1. Shooting skill improves by shooting, hitting objects, enemy units or mechs, while enemy mechs, mech pilots, vehicles and elementals bring most points - that order. Objects bring just a small plus value and there are limits in MC1/G that stops skilling your warriors too much at a time. This counts for all skills in MC1/G. There is just a certain maximum of skillpoints warriors can earn per mission.
  2. Piloting skill improves by moving around and capturing captureable buildings and vehicles. In old MC2 there was 1 bonus movement skill just for participation in the mission, I think there are no bonus points here, dont remember...
  3. Sensor skill can be improved best if you position your mechs near a sensor contact and power all of them down. then select one by one and power-up, wait for pilot to report contact (or not), power-down, select another, repeat.
    Pilot will have better chance of detecting and reporting a contact if he/she has higher sensor skill. If the pilot detect and report contact it is skillSuccess, if he does not report contact then he only gets skillUse.
    There are 2 factors:
    - skillUse and
    - skillSuccess.
    Skill use is worth 0.05 and its added to pilots sensor skill every time pilot can detect new sensor contact but fails to detect it.
    If the pilot detect and report new sensor contact then he gets skillSuccess (It is worth 0.3 I think).
    So in answer to your questions pilot need at least 10 successful "new sensor detection" in the mission.
    Plus if someone from the team already has this as sensor contact it does not count as new sensor contact. Pilot will only get points for new sensor contact.
  4. Jump skill: Simple take all JJ mechs in the mission and at the end of the mission order then to jump at about 20 times (use ctrl-J).

by Magic from hard-light productions, his comments where made for MC2/O but this is how it works on MC1/G, too.


helmet
MechWarrior´s NeuroHelmet


Equipment
One of the most important pieces of MechWarrior equipment is the Neurohelmet. By reading the neural signals of the pilot's brain, the neurohelmet can allow the pilot to more reflexively control their 'Mech, helping to maintain their balance and perform complex maneuvers. The neurohelmet can also relay sensory data into the pilot's brain, though there are limitations on how much information can be transmitted. Neurohelmet designs have varied over the years but many are bulky contraptions that must rest on the pilot's shoulders.

Just as important to the MechWarrior's survival in combat is equipment designed to regulate their body temperature; even when the life support is fully functional, the cockpit of a 'Mech "running hot" can get as warm as a sauna. Before the fall of the Star League, pilots relied on Cooling Suits to protect against overheating, but these eventually became lostech. Thereafter, Inner Sphere pilots were forced to rely on wearing Cooling Vests and as little clothing as possible to survive these conditions. The recovery of lostech would eventually see the return of cooling suits, while the Clans never lost this technology.
from Sarna.net - MechWarrior article



MechWarriorSeat
A typical Mech Cockpit warrior seat! 100% Life saving guarantee!


All Standard MC/G Vanilla Mech Warriors


Baron
01 Baron
Available in Original Mission 3


Beast
02 Beast
Basic Pilot Original Campaign


Fiend
03 Fiend
Available in Original Mission 3


Gator
04 Gator
Available in Original Mission 3


Gunman
05 Gunman
Available in Original Mission 4


Hawk
06 Hawk
Basic Pilot Original Campaign


Isis
07 Isis
Available in Original Mission 7


Mystique
08 Mystique
Available in Original Mission 3 from battlefield.


Ronin
09 Ronin
Available in Original Mission 7


Rooster
10 Rooster
Available in Original Mission 4


Siren
11 Siren
Available in Original Mission 4


Skater
12 Skater
Available in Original Mission 7


Spice
13 Spice
Available in Original Mission 10


Burnout

Available in Original Mission 64 (Op4Mis9) from battlefield.


Falcon

Available in Original Mission 21 from battlefield.

Hunter

Basic Pilot Original Campaign


Lynx

Basic Pilot Original Campaign


Rebel

Available in Original Mission 15 from battlefield.


Blaze

Available in Operation 4, Mission 11 from battlefield.


Dragon

Available in Original Mission 46 (Op3Mis7)


Goblin

Available in Original Mission 26 (Operation 2, mission 6)


Hitman

Available in Original Mission 66 (Op4Mis11) from battlefield.


Countess

Available in Mission 70 (Op4Mis15)


Firestorm

Available in Operation 5, Mission 13 from battlefield.


Mantis

Available in Original Mission 10 from battlefield.


Outlaw

Mission gift in Operation 4, Mission 16 - Original Campaign


Paingod

Available in Original Mission 55 (Op3Mis16)


Scarab

Available in Original Mission 31 from battlefield.


Thunder

Available in Original Mission 40 from battlefield.


Vixen

Available in Mission 61 (Op4Mis6)


New - Darkest Hours MechWarrriors


Cleopatra

Available in Original Mission 3


Hera

Available in Original Mission 2


Leya

Available in Original Mission 2


Alexandra

Available in Original Mission 7


Fox Devil Wilde

Available in Original Mission 14


Black Mamba

Available in Original Mission 14


Michawn

Available in Original Mission 7


Barbarianna

Available in Original Mission 28 (Op2Mis8 )


Boris

Available in Original Mission 40 (Op3Mis1)


Eagle Eye

Available in Original Mission 33 (Op2Mis13)


Hanso

Available in Original Mission 28 (Op2Mis8 )


C3Powned

Available in Original Mission 45 (Op3Mis6)


Magic

Available in Original Mission 56 (Op4Mis1) from battlefield.


Ilka



RizZen

Available in Original Mission 21 (Op2Mis1)


Sean Lang

Available in Original Mission 33 (Op2Mis13)


The Summon3r

Available in Original Mission 45 (Op3Mis6)


Timberwolf

Available in Original Mission 55 (Op3Mis16)


Toxic aka Poison

Available in Original (campaign merge) Mission 12


Wolfman-X
wolfman-x
Available in Original Mission 10


These are all usable MechWarrios from my Remastered MCG - Darkest Hours v3.0 or above.


(c) by RizZen 2017 - overhauled (2020)

Previous article <-> Next article

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Profile
Icon
MechCommander
Platforms
Windows
Developer
FASA Studio
Publisher
Microsoft Studios
Engine
Custom
Contact
Send Message
Release date
Game watch
Follow
Related Games
MechCommander
MechCommander Real Time Tactics
Related Groups
FASA Studio
FASA Studio Developer
MechCommander Gold Modding
MechCommander Gold Modding Developer & Publisher
Microsoft Studios
Microsoft Studios Developer & Publisher