How to play MCG - Darkest Hours
Online or LAN Multi-Player?
Multiplayer Quickstart Guide
This guide is intended for new players eager to participate in online game play. Please read the Multi-Player Installation notes before viewing this one if you have never played before.
Before the game starts: Unless requested otherwise by other players, please let a more experienced players host the game with Gameranger. If you are currently in the hosting position, please step out of the room and quickly join again, so the spot will be passed onto the next player.
At the beginning of the game: The very first screen you will see is the Waiting Room on Gameranger. This is where other players wait while everyone connects to the game. Once the room is filled, the host will continue, transfering everyone into the Game. When all participators on gameranger MCG playing room accepted the host can start the game. The game will be automatically started then. There is no need to start MechCommander BEFORE starting the Multi-Player game. Start gameranger, create or join an existing game room for MechCommander, organize and start game right out of Gameranger. Very easy to do.
You may communicate with other players at this point by clicking on the chat box and typing a message and then pressing enter. If you wish to send a message to your team only, toggle the "team" button to the left of the box by clicking on it. It will turn blue. When this button is activated, your text will be blue and your messages can only be seen by your team. Otherwise, your text is white and can be seen by everyone in the game.
The host will make all of the decisions during this period. The host will set the map, teams, amount of Resource Points (RP) available for each team, technology base (Inner Sphere (IS) or Clan), and rules. See below for an explanation of rules.
After this phase, the host will continue and players will be moved to the Logistics Room. This room shows the map, objectives, and the units of teammates. During this phase, players are to purchase and modify, thier 'Mechs and units. Also, the team discusses strategy and decides on a plan of action. See below for an explanation of modding.
After you have finished modding, proudly present your units to your team by right-clicking on your units or by dragging them to the appropriate boxes. When everyone is satisfied, press the "Begin Mission" button. When everyone has done this, the mission begins.
Old MechCommander Multi-Player rules
The rules in the game are stated verbally and enforced by an honor system. Please do not violate these rules, or you may be asked to take a penalty decided by the other players. There are two types of rules: gameplay rules and mod rules. The most common rules are abbreviated and follow.
Gameplay rules dictate actions restricted or available during actual gameplay. There are many different types in order to add variety to the game. Air strikes and probes can be launched when supply crates are captured during the game. However they may not be used when the host of the game has stipulated them to be against the rules. AO or "Artillery on" allows you to use air strikes. PO or "Probes on" allows you to use probes. MO or "mines on" allows you to use mine-trucks. If however the host stipulates NN or "No nothing" then you are not permitted to use minelayers, air strikes or probes. In addition to limiting or allowing the use of supply crates the host will always stipulate a "mod rule". These will all be explained in the section below.
- NAMPJC - No Artillery, Mines, sensor Probes, or Jump Cheating.
- NN - "No Nothing", a slang term for NAMPJC. It is equivalent to NAMPJC in every way.
- AO - "Artillery On." Artillery may be used.
- MO - "Mines On." Mines may be used.
- PO - "Probes On." Probes may be used.
- KBC - "Kill Before Capture." On maps that have special objectives, such as capturing a base, the enemy team must first be entirely destroyed before any other objectives are accomplished.
Mod rules dictate how you are able to configure (mod) your 'Mechs. Different mod rules result in different game play styles, and a good host will always vary the mod rules to keep the players on their toes.
6/8, or another variant of #/# - Common rules are 4/6, 6/8, and 8/10. These rules can generalized as X/Y. They mean that each 'Mech may have a maximum of Y weapons rated in each range class, but no more than X of the same kind. For example, if the rule was 6/8, a legal mod would be 6 C LRMs and 2 C ER-PPCs. Neither the C LRMs or C ER-PPCs exceed a quantity of 6, and even though they are both long range weapons, the total quanity is exactly 8, which is within the legal maximum of 8.
- Stock - This prevents players from modding thier 'Mechs. Once a 'Mech is purchased, you may not sell or buy additional weapons. If you wish to sell back a 'Mech, you must make sure all of the original weapons that came with the 'Mech are also sold.
- Chassis - Players must buy pilots, 'Mechs and vehicles BEFORE selling and buying weapons. To be completed.
- BBR - "Blanket Boat Rule." A ruleset which is broken down as follows: 4/6 Short Range. 4/6 Medium Range. 8/10 Long Range. Buyback is allowed (Selling parts etc. to buy more 'Mechs/pilots/vehicles)
- CBBR - "Chassis Blanket Boat Rule." Similar to BBR, the only difference is buyback is NOT allowed. ALL 'Mechs/pilots/vehicles MUST be bought with the initial RP. You may not sell components to buy more 'Mechs/pilots/vehicles.
- SBBR -"Stock Blanket Boat Rule." This rule is misleading, and would be more accurate if named "Stock Chassis BBR". The rules of Chassis apply, but weapons may not be sold or purchased at all. After all units are bought, the player may rearrange the weapons amongst the mechs, provided they obey the rules of BBR.
- MASH - "Medium, Assault, Scout, Heavy." Each player MUST purchase 1 medium 'Mech, 1 assault 'Mech, 1 scout (light or medium) 'Mech, and 1 heavy 'Mech.
- NRG - "No Rail Guns."
Rail Gunsare not allowed.
THE MECH BAY
Battles are won or lost in the 'Mech Bay. The 'Mechs you choose and the Weapons you use should vary based on the map, rules, Resource Points (RP, or money) and teams. Start first by purchasing one or more 'Mechs. Strip the 'Mechs of all their components by right-clicking on the item or by dragging it to the components bin on the left side of the screen. Note that once a 'Mech has been stripped, the weapons have not been sold; they have simply been placed in the components bin for later usage. To access this bin, click on the "Components" tab on the left side of the screen.
To receive RP you will first need to sell the weapons by selecting the "Purchasing" button near the top left of the screen and then clicking on the "Components" tab on the left side of the screen. Right-click or drag the components to the purchasing are and click the confirm dialogue box to sell the weapon. Note that all items are sold for 100% of the value they were bought at, so you do not need to worry about losing money.
After selling some items, you should now have 1 or more empty 'Mechs in addition to the profits from the Weapons sold. Use this profit to buy more 'Mechs, pilots, and weapons.
HOW TO BEST CONFIGURE AND USE YOUR MECHS
Different weapons do different things and you will have to learn the benefits of each as you progress. There is no one mod that is better than another and every Mech and Weapon loadout can be countered. Here is a list of some tips that can help improve your gameplay.
- When using long range, stay long range on your target.
- When using short range, stay short range on your target.
- Never get too close to As with Js.
- Always have an escape route.
- Know what your opponent is likely to get.
- When using rockets, get buildings or trees between you and the enemy.
- Watch your ass!
- Know your enemy and adopt!
HOW TO BEST USE ARTILLERY
Artillery is best used on stationary targets. Keep an eye on the enemy, and look out for occasions where his concentration has lapsed. Bottlenecks and chokepoints are good places to drop a large air strike, as are repair bays, where 'Mechs are typically powered down and vulnerable. Light air strikes are best used to clear trees, ignite fuel tanks or kill refit trucks. Amassing large quantities of artillery can be useful vs large groups of A-variant 'Mechs.
HOW TO BEST USE MINETRUCKS
Mines are deployed using mine-trucks (the F key). When an enemy Mech stands on a mine, it detonates, doing considerable leg damage and some torso damage. Mines should be deployed where your enemy is likely to tread. Conversely the enemy is unlikely to tread where he thinks you're likely to lay mines. Mines however do offer large benefits. They can help you fortify your bases and slow the enemies advance, buying you valuable time.
HOW TO REPAIR
Your BattleMechs can be repaired using Mech Bays or Refit Trucks. All in-game damage may be repaired, with the exception of:
- Pilot health
- Lost limbs
- Lost Weapons
Repairing is a tactic itself. Often during a battle you will be faced with the choice of repairing your Mechs or sticking around to help your teammates. Do you repair or do you stay and fight? There's no fixed right or wrong answer, but repairing can often turn the tide of battle. With repair bays close by, there's no reason why you should lose a Mech. As soon as your damage enters the "yellow" back off and repair. By quickly repairing your Mech's individually or together, you can safely take on large amounts of badly damaged enemy units.
by PB-Works & overhauled by RizZen (2020)