Post tutorial RSS MC - Player's Guide - BattleMech Introduction

Battlemech introduction 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 I of the MechCommander/MC Player's Guide:

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017 BannerMCG BattleMechs


All BattleMechs in MechCommander Gold (& Darkest Hours)

Introduction


bbc_standard_quote wrote: The deadliest war machine ever created, the BattleMechs dominate the 31st Century battlefield. Inner Sphere 'Mechs use less advanced technology than the Clan ones, but this technology is readiliy available. Note that some Clan 'Mechs recieved a code-name from Inner Sphere warriors. I included their original name into brackets. Though 'Mechs are divided in BattleMechs (hardwired weapons, can be costumized in an assembly plant and with great loss of time) and OmniMechs (modular weapons pods, can be costumized everywhere in few hours), MechCommander hasn't this restriction. Note that all Clan 'Mechs are Omnis, with the exception of the Hunchback IIC, and all I.S. 'Mechs are standard BattleMechs.

by Briareos Kerensky, 2005 - overhauled by RizZ, 2018

BattleMechs are the central element of MechCommander. As it´s name says you ARE the MechCommander and have to lead your lances through all battles and circumstances. Each battlemech has it´s own advantages and disadvantages. In general you can say that light units are generally faster than heavy weighing units. That heavier a Battlemech is, that more capacities of weapon and equipment space are available to use. It is recommended to full equip each BattleMech before the mission you desire starts.
There are available three types of each MechClass - effect is a rock, scissor, paper - principle:

  • Armored Mechs sacrifice weapon space & jumpjets for extra armor.
  • Weapon Mechs sacrifice armor & jumpjets for extra weapon space.
  • JumpJet Mechs sacrifice weapon space & armor for powerful JumpJets.

Inner-Sphere BattleMechs list & further info!
Clan BattleMechs list & further info!

All available BattleMechs in MechCommander

Light Mechs

  • Commando
  • Firestarter
  • Uller
  • Cougar
  • Stiletto
  • Raven

Medium Mechs

  • Hollander II
  • Shadow Cat
  • Hunchback
  • Hunchback II-C
  • Bushwacker
  • Centurion
  • Vulture

Heavy Mechs

  • Catapult
  • Jagermech
  • Nova Cat
  • Loki
  • Thor
  • Mad Cat

Assault Mechs

  • Awesome
  • Masakari
  • Mauler
  • Turkina
  • Atlas

BattleMechs - further explanation
Mechcommander Gold features 24 'Mechs, each with their own strengths and weaknesses. 'Mechs are categorized by technology base and weight class. Light 'Mechs weight between 20 and 35 tons, Medium 'Mechs weigh between 40 and 55 tons, Heavy 'Mechs weigh between 60 and 75 tons, and Assault 'Mechs weigh between 80 and 100 tons.

Light 'Mechs and usually Medium 'Mechs are generally used for scouting. Because of their speed, they are more efficient for revealing terrain and capturing resources. They are also cheaper and carry less weaponry than Heavy and Assault 'Mechs, which makes them more expendable than costlier units.

Heavy 'Mechs and Assault 'Mechs are the primary units of combat. Although slower than their lighter counterparts, they have a significant increase in armor and carrying capacity. Heavy 'Mechs of the Clan technology base are exceptionally fast for their size, which makes them formidable at many roles.

Although Clan technology features the strongest and fastest 'Mechs, Inner Sphere technology boasts significantly cheaper chassis' and components which can end up overwhelming Clan technology through sheer quantity. Additionally, Inner Sphere technology has the only stock 'Mech that is equipped with advanced sensors, the Raven. While larger Inner Sphere 'Mechs lack speed, the smaller 'Mechs excel in speed and manueverability, boasting the fastest jumping 'Mech, the Hollander II, and the farthest jumping 'Mech, the Stilletto.


Left Arm Rule
An odd design feature in the game is that most weapons over 9.0 tons are always mounted in the left arm of a 'Mech. The only exception to this rule is the Rail Gun. This leads to a lot of frustrating situations where a 'Mech with heavy weapons is rendered useless it loses its left arm. Because of this feature, it is important to keep close watch on the armor status of your left arm and pull back when it is receiving substantial damage.
Notice that it appears to be the right arm of the 'Mech on the damage diagram, but is actually the left arm in the game. The image of the 'Mech is mirrored.
Picture (will follow)
A common but unfortunate scene. Notice the 'Mech's icon at the bottom indicating that the only damage recieved is the missing left arm.

Right Arm Rule
An odd design feature in the game is that most weapons over 9.0 tons are always mounted in the right arm of a 'Mech. The only exception to this rule is the Rail Gun. This leads to a lot of frustrating situations where a 'Mech with heavy weapons are rendered useless when they lose thier right arm. Because of this feature, it is important to keep close watch on the armor status of your right arm and pull back when it is receiving substantial damage.
Notice that it is technically the left arm of the mech, but it shows up as the right arm on the data display window. The image of the 'Mech is mirrored.
Picture (will follow)
A common and unfortunate scene. Notice the 'Mech's icon at the bottom missing only its right arm.


Mech table


(c) by RizZen (2018) - overhauled (2020) - contains quotes from Briareos Kerensky, (2005)

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