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* KooshBomb: Surprisingly enough...
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* ArtificialStupidity: In the second game, the enemy would never switches targets, as long as the original target was alive. You could abuse this limitation by using a designated target mech to "pull" enemy units into ambush. The ambushing units would always take zero damage, so it made sense to field a swarm of the lightest mechs possible, to gain lots of pilot experience per mission.
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IUEO now


* VerticalMechaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before Anime/NeonGenesisEvangelion was released).

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* VerticalMechaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' ''Awesome'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before Anime/NeonGenesisEvangelion was released).
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-->'''Panther, sounding suitably terrified:''' ''"Got his attention sir."''

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TRS wick cleaning plus fixing indentation


* ShopFodder:
** If you are able to complete most of a mission without spending any Resource points, it is a good idea to salvage as many mechs that you otherwise wouldn't in the field as your resources will allow, as you get them fully repaired for free. Fire Ants and Urbanmechs are very susceptible to this.
** Firestarters, Commandos, and eventually even Clan light mechs become this in the first game. During ''Desperate Measures'' you may even find yourself treating Shadow Cats this way.



* VendorTrash: If you are able to complete most of a mission without spending any Resource points, it is a good idea to salvage as many mechs that you otherwise wouldn't in the field as your resources will allow, as you get them fully repaired for free. Fire Ants and Urbanmechs are very susceptible to this.
** Firestarters, Commandos, and eventually even Clan light mechs become this in the first game. During ''Desperate Measures'' you may even find yourself treating Shadow Cats this way.
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* EnemyDetectingRadar: Effective sensor use is vital, especially in the second game. Only a handful of units have sensors, and the quality of those sensors varies greatly. The Inner Sphere ''Raven'' in particular has one of the best sensor suites around.

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* EnemyDetectingRadar: Effective sensor use is vital, especially in the second game. Only a handful of units have sensors, and the quality of those sensors varies greatly. The Inner Sphere Capellan 'Mechs like the ''Raven'' or ''Anubis'' in particular has one of have the best sensor suites around.
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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/mechcommander.jpg]]
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* DidYouJustFlipOffCthulhu: The [[FragileSpeedster Raven]] in the Mechcommander 1 intro is ordered (under extreme protest from his Mechwarrior) to 'get his attention' - 'his' being a Smoke Jaguar [[SeriesMascot Mad Cat]]. He thus fires a couple of missiles into the enemy Mech, which was busy engaging other targets, essentially shooting it in the back. Said Mech pauses and twists its torso to look back at the little Raven behind it that just tried to backstab it (and barely scratched it). The scene screams exactly this.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapons: A wide variety are available, including several kinds of [[FrickinLaserBeams lasers]]. They tend to be more compact than other weapon types, but generate more heat.

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* EnergyWeapons: A wide variety are available, including several kinds of [[FrickinLaserBeams [[EnergyWeapon lasers]]. They tend to be more compact than other weapon types, but generate more heat.
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* BlackDudeDiesFirst: Or at least ejects out of his 'Mech, as seen in the intro.
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* LiveActionCutscene: Live-action actors are used for character portraits in mission briefings and for cutscenes.

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* LiveActionCutscene: Live-action actors are used for character portraits in mission briefings and for cutscenes.cutscenes in ''[=MechCommander=]'' and ''[=MechCommander=] 2''.

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** The Clan ''Blood Asp'', also from ''2'', is one of the best assault 'Mechs in the game bar none. Good top speed, highest base armor value in the game (and the third highest overall), all while packing multiple batteries of powerful weapons. The only thing it lacks is jump jets.

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** The Clan ''Blood Asp'', also from ''2'', is one of the best assault 'Mechs in the game bar none. Good top speed, highest base armor value in the game (and the third highest third-highest overall), all while packing multiple batteries of powerful weapons. The only thing it lacks is jump jets.jets.
* LiveActionCutscene: Live-action actors are used for character portraits in mission briefings and for cutscenes.
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%%* GlassCannon: From ''[=MechCommander=] Gold'', the Inner Sphere ''Hollander II'' and the Clan ''Vulture'' (Mad Dog).

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%%* * GlassCannon: From ''[=MechCommander=] Gold'', Early in the Inner Sphere ''Hollander II'' Port Arthur campaign, your ''Firestarter'' will typically serve as your damage dealer, as it's a W-Configuration and sports a [=PPC=] right from the Clan ''Vulture'' (Mad Dog).start, but is one of the few mechs that's even flimsier than your ''Commandos''.
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* ShoulderCannon: The primary gimmick of the ''Hollander II'' and both incarnations of the ''Hunchback'', most of whose weight and firepower comes from their shoulder mounted BFG. In a far more understated form, the shoulders are a popular mounting point for missile racks, with the ''Thor'' coming the closest thanks to its cylindrical launcher.
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** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion, to highlight its increased difficulty. To whit, your starting three mechwarriors (Isis, Thunder and Goblin) are all two full ranks ahead of their base game incarnations.

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** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion, to highlight its increased difficulty. To whit, your starting three mechwarriors (Isis, Thunder and Goblin) are all two one full ranks rank ahead of their base game incarnations.
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* BadassBaritone: Several high-end mechwarriors in ''1'', typically those who come at Regular or Veteran by default, have voices that sound like rolling thunder. Humorously, the most stark example has the callsign [[NonIndicativeName Goblin]].


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* SouthernFriedPrivate: Rooster, one of the worst Green pilots you can hire in ''1'', has a slight Appalachian drawl.


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** Getting through a campaign with all of your starting pilots still hearty and hale. Thanks to the RPGElements, they'll have become quite the BadassCrew through your efforts.
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** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.

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** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.expansion, to highlight its increased difficulty. To whit, your starting three mechwarriors (Isis, Thunder and Goblin) are all two full ranks ahead of their base game incarnations.

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A lot of content added - suffice to say, I've played both games a lot.


* AceCustom: Making these is an important part of the games. Both ''Desperate Measures'' and ''[=MechCommander=] 2'' also feature a few in the enemy's ranks, such as Katherine Furey's [[KineticWeaponsAreJustBetter Railgun]]-equipped ''Vulture'' in the former [[spoiler: and bandit captain Vong's [[LightningGun ER PPC]]-packing ''Lao Hu'' in the latter]].
* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]] [[spoiler: Not so obviously, they instead decide to [[EnemyMine join forces]]. [[YouHaveOutlivedYourUsefulness Against you and your mercenary company]].]]

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* AceCustom: Making these is an important part of the games. Both ''Desperate Measures'' and ''[=MechCommander=] 2'' also feature a few in the enemy's ranks, such as Katherine Furey's [[KineticWeaponsAreJustBetter [[MagneticWeapons Railgun]]-equipped ''Vulture'' in the former [[spoiler: and bandit captain Vong's [[LightningGun ER PPC]]-packing ''Lao Hu'' in the latter]].
* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]] [[spoiler: Not so obviously, they instead decide to [[EnemyMine join forces]]. forces]] [[YouHaveOutlivedYourUsefulness Against against you and your mercenary company]].]]



* BagOfSpilling: Whatever you do in ''Gold'''s original campaign won't carry over to the expansion. Say goodbye to your company of salvaged Clantech!



* BoomHeadshot: A viable, if difficult to hit, target location that will immediately disable a Mech if it's destroyed. As this limits the damage to the armor and weapons elsewhere, it's perfect if you plan on salvaging it afterwards.

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* BoomHeadshot: A The head is a viable, if difficult to hit, target location that will immediately disable a Mech if it's destroyed. As this limits the damage to the armor and weapons elsewhere, it's perfect if you plan on salvaging it afterwards.



* CanonImmigrant: The ''Hollander II'' and the ''Stiletto'' from ''Desperate Measures'' both appeared here before they made it to the tabletop.

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* CanonImmigrant: The ''Hollander II'' from the original and the ''Stiletto'' from ''Desperate Measures'' both appeared here before they made it to the tabletop.tabletop. The same goes for the ''CN-10 Centurion'' and ''JM-7 [=JagerMech=]'' sub-variants in the original, both five tons heavier from the originals that they were derived from.



* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off. And one mission places you in an urban center full of these, forcing you to check your fire, lest you start a chain reaction that can either kill your pilots or accidentally destroy your primary objectives. Of course, one particular Masakari will take advantage of that to destroy said objectives if you let him.

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* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off. And one mission places you in an urban center full of these, forcing you to check your fire, lest you start a chain reaction that can either kill your pilots or accidentally destroy your primary objectives. Of course, one particular Masakari ''Masakari'' will take advantage of that to destroy said objectives if you let him.



* HomingLasers: And PPC's.

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* HomingLasers: And PPC's.PPC's, and bullets - every single projectile homes in on their target when a 'hit' is determined, with the exception of the Swarm [=LRMs=] in the second game.



** The Inner Sphere finally gets in on the act by the time of ''[=MechCommander=] 2'', where House Liao's ''Lao Hu'' class Heavy 'Mech is arguably one of the best heavies available, with good armor, good speed, jump jets, and room enough to mount some fairly big guns. It's telling that the one you can capture at the end of the first campaign [[spoiler: by forcing the bandit captain piloting it to eject from it]] can carry you for the next half a dozen missions straight until you can buy some of your own.

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** The Inner Sphere finally gets in on the act by the time of ''[=MechCommander=] 2'', where House Liao's ''Lao Hu'' class Heavy 'Mech is arguably one of the best heavies available, with good armor, good speed, jump jets, and room enough to mount some fairly big guns. It's telling that the one you can capture salvage at the end of the first campaign [[spoiler: by forcing the bandit captain piloting it to eject from it]] can carry you for the next half a dozen missions straight until you can buy some of your own.



* ShowsDamage

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* ShowsDamageShowsDamage: Limbs get blown off, smoke and [[DamageIsFire fire]] pour out of armor-shredded sections, and 'mechs [[KneeCapping with a destroyed leg]] visibly limp as they struggle to keep moving.



* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton Mechs, suddenly throws a 75-ton ''[[LightningBruiser Mad Cat]]'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past [[spoiler: or exploit its reliance on long-ranged weapons that cannot fire up close]]). [[DiscOneNuke But if you can salvage it...]])

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* WakeUpCallBoss: VideoGameCaringPotential:
** Even if it's [[ThatOneLevel notoriously difficult to pull off]], managing to escort ''all five'' ambulances to the extraction point in the first game can leave warm fuzzy feelings associated with philanthropy - along with a substantial RP (read: money) bonus.
** And then there's completely annihilating the bastards in ''2'' who decided that attempting to destroy a prison full of unjustly-imprisoned innocents was a good idea, and ''then'' wiping out the reinforcements and the guard forces keeping the evacuation convoy away from the airport. Suffice to say, for a [[OnlyInItForTheMoney mercenary]] [[PrivateMilitaryContractor commander]], you get to do quite a bit of good for the people of Carver V.
* VideoGameCrueltyPotential
** Destroyed vehicles and sometimes even buildings in ''1'' and ''Gold'' often leave behind infantry who walk around randomly with no weapons. You can stomp on them or [[ThereIsNoKillLikeOverkill shoot them with all your mechs' combined arsenal]]. Hell, sometimes they'll do the former for you by [[TooDumbToLive simply running into your 'mechs.]]
** How many times have you laughed at the demise of the enemy mechs' pilots due to [[BoomHeadshot a good Gauss slug to the head?]] How many more times were you glad to have that happen, since that event often leads to the 'mech in question being relatively fresh for salvage?
* WakeUpCallBoss:
**
The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton Mechs, suddenly throws a 75-ton ''[[LightningBruiser Mad Cat]]'' at you. (Hint: you're You're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past [[spoiler: or exploit its reliance on long-ranged weapons that cannot fire up close]]). [[DiscOneNuke But if you can salvage it...]])]]
** The second game does it a little later than the first, sending a similarly-powerful ''Lao Hu'' after you in the first campaign's final mission [[spoiler: while also introducing you to the existence of ''[[OhCrap enemy]]'' [[AceCustom Ace Customs]] with that same 'mech]].


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* WolfpackBoss: Practically a given in most cases given that you can use the same 'mechs as your enemies do. Notable instances include Major Piotrev's command star in the first game (four ''[=JagerMechs=]'' and his ''Awesome''), and the [[PraetorianGuard Liao Palace Guards]] (several ''Catapults'' loaded with Swarm [=LRMs=] and ''Lao Hu''s, with the captain in the ''Cyclops'') in ''2''.
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Fun fact: the Mad Cat in all games is mostly geared towards long-ranged combat, unlike the tabletop version which is usually a generalist.


* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]] [[spoiler: Not so obviously, they instead decide to [[EnemyMine tag-team]]. [[YouHaveOutlivedYourUsefulness Against you and your mercenary company]].]]

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* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]] [[spoiler: Not so obviously, they instead decide to [[EnemyMine tag-team]].join forces]]. [[YouHaveOutlivedYourUsefulness Against you and your mercenary company]].]]



** 'Mech designs that don't normally have jump jets in the original game get them here, [[spoiler: including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]

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** 'Mech designs that don't normally have jump jets in the original game get them here, [[spoiler: including [[FinalBoss Colonel Renard's 100 ton Atlas.''Atlas''.]] Yes, really.]]



* CanonImmigrant: The Hollander II 'Mech and the Stiletto from ''Desperate Measures'' both appeared here before they made it to the tabletop.

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* CanonImmigrant: The Hollander II 'Mech ''Hollander II'' and the Stiletto ''Stiletto'' from ''Desperate Measures'' both appeared here before they made it to the tabletop.



* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off. And one mission places you in an urban center full of these, forcing you to check your fire, lest you start a chain reaction that can either kill your pilots or accidentally destroy your primary objectives.

to:

* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off. And one mission places you in an urban center full of these, forcing you to check your fire, lest you start a chain reaction that can either kill your pilots or accidentally destroy your primary objectives. Of course, one particular Masakari will take advantage of that to destroy said objectives if you let him.



** The Inner Sphere finally gets in on the act by the time of ''[=MechCommander=] 2'', where House Liao's ''Lao Hu'' class Heavy 'Mech is arguably one of the best heavies available, with good armor, good speed, jump jets, and room enough to mount some fairly big guns. It's telling that the one you can capture at the end of the first campaign can carry you for the next half a dozen missions straight until you can buy some of your own.

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** The Inner Sphere finally gets in on the act by the time of ''[=MechCommander=] 2'', where House Liao's ''Lao Hu'' class Heavy 'Mech is arguably one of the best heavies available, with good armor, good speed, jump jets, and room enough to mount some fairly big guns. It's telling that the one you can capture at the end of the first campaign [[spoiler: by forcing the bandit captain piloting it to eject from it]] can carry you for the next half a dozen missions straight until you can buy some of your own.



* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton Mechs, suddenly throws a 75-ton ''[[LightningBruiser Mad Cat]]'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past). [[DiscOneNuke But if you can salvage it...]])

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* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton Mechs, suddenly throws a 75-ton ''[[LightningBruiser Mad Cat]]'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past).past [[spoiler: or exploit its reliance on long-ranged weapons that cannot fire up close]]). [[DiscOneNuke But if you can salvage it...]])
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Hi, more spoilers. Also, doing this one step at a time to ensure easily-determined history.


* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]]

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* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]] [[spoiler: Not so obviously, they instead decide to [[EnemyMine tag-team]]. [[YouHaveOutlivedYourUsefulness Against you and your mercenary company]].]]
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Ace Custom stuff


* AceCustom: Making these is an important part of the game.

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* AceCustom: Making these is an important part of the game.games. Both ''Desperate Measures'' and ''[=MechCommander=] 2'' also feature a few in the enemy's ranks, such as Katherine Furey's [[KineticWeaponsAreJustBetter Railgun]]-equipped ''Vulture'' in the former [[spoiler: and bandit captain Vong's [[LightningGun ER PPC]]-packing ''Lao Hu'' in the latter]].

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* DamageIsFire

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* DamageIsFireDamageIsFire: Buildings. They show damage by burning down into charred husks.



* EscortMission

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* EscortMissionEscortMission: Of both the 'fragile objective that mindlessly continues forward' and 'overly aggressive NPC who tries to fight everything' variety. Most infamously, the ambulance mission from the first ''[=MechCommander=]'' has you fending off waves of 'Mechs and tanks trying to destroy a bunch of slow, unarmored ambulances. Lose one and you fail the secondary objective. Lose two and the mission is a wash.



* HoldTheLine

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* HoldTheLineHoldTheLine: You're going to have to keep several bases secure--one mission in ''[=MechCommander=] 2'' has you in mostly medium-weight Inner Sphere 'Mechs holding out against several waves of Clan heavies. Hope you secured the repair facilities beforehand.



** The Inner Sphere finally gets in on the act by the time of ''[=MechCommander=] 2'', where House Liao's ''Lao Hu'' class Heavy 'Mech is arguably one of the best heavies available, with good armor, good speed, jump jets, and room enough to mount some fairly big guns. It's telling that the one you can capture at the end of the first campaign can carry you for the next half a dozen missions straight until you can buy some of your own.
** The ''Starslayer'' from the same game and House is also an impressive design, boasting all the same features of the ''Lao Hu'' in a package two-thirds the size.
** The Clan ''Blood Asp'', also from ''2'', is one of the best assault 'Mechs in the game bar none. Good top speed, highest base armor value in the game (and the third highest overall), all while packing multiple batteries of powerful weapons. The only thing it lacks is jump jets.



%%* MightyGlacier: Heavy and Assault Mechs in general tend to qualify, but especially prominent with the Inner Sphere ''Atlas'' and Clan ''Turkina''.

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%%* * MightyGlacier: Heavy and Assault Mechs in general tend to qualify, but especially prominent with the Inner Sphere ''Atlas'' and Clan ''Turkina''.''Turkina''. Both are huge and possess massive amounts of armor and firepower, but at the cost of being the slowest 'Mechs in the game bar none.
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Correction to the quote, I finally managed to read that line.


->''You will have a plan. You will be right. You will be wrong. You will attempt the impossible. You will hesitate. You will panic. You will love your troops. You will curse their names. You will respect your enemy. You will pay the price. You will be defeated. You will face your fear. You will ask for a second chance. You will act on instinct. You will be exalted.'' '''You will know what it is to command.'''

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->''You will have a plan. You will be right. You will be wrong. You will attempt the impossible. You will pull it off. You will hesitate. You will panic. You will love your troops. You will curse their names. You will respect your enemy. You will pay the price. You will be defeated. You will face your fear. You will ask for a second chance. You will act on instinct. You will be exalted.'' '''You will know what it is to command.'''
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* MagicTool: Repair vehicles.
* MightyGlacier: Heavy and Assault Mechs in general tend to qualify, but especially prominent with the Inner Sphere ''Atlas'' and Clan ''Turkina''.

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* %%* MagicTool: Repair vehicles.
* %%* MightyGlacier: Heavy and Assault Mechs in general tend to qualify, but especially prominent with the Inner Sphere ''Atlas'' and Clan ''Turkina''.
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ZCE


* FogOfWar
* FragileSpeedster: Light Mechs in general, especially the ''Anubis (IS)'', ''Commando'' (IS), ''Stiletto'' (IS), ''Uller/Kit Fox'' (Clan) and ''Cougar'' (Clan).
* GameMod

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* %%* FogOfWar
* %%* FragileSpeedster: Light Mechs in general, especially the ''Anubis (IS)'', ''Commando'' (IS), ''Stiletto'' (IS), ''Uller/Kit Fox'' (Clan) and ''Cougar'' (Clan).
* %%* GameMod



* GlassCannon: From ''[=MechCommander=] Gold'', the Inner Sphere ''Hollander II'' and the Clan ''Vulture'' (Mad Dog).

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* %%* GlassCannon: From ''[=MechCommander=] Gold'', the Inner Sphere ''Hollander II'' and the Clan ''Vulture'' (Mad Dog).

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* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[TabletopGame/{{Warhammer 40000}} the loudest of booms]]) but are slow-firing, have low ammunition reserves and take up a lot of room in weapon load-outs.

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* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[TabletopGame/{{Warhammer 40000}} the loudest of booms]]) but are slow-firing, have low ammunition reserves and take up a lot of room in weapon load-outs.



* TankGoodness: The Steiner Legion tank is a 100 ton monster that can match most 'Mechs in a straight up fight. The smaller but more numerous Storm tanks should not be underestimated either.

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* TankGoodness: TankGoodness:
**
The Steiner Legion tank is a 100 ton monster that can match most 'Mechs in a straight up fight. The smaller but more numerous Storm tanks should not be underestimated either.



* YouHaveOutlivedYourUsefulness: When Colonel Renard makes a deal with Jason Cho, he asks that the commander be killed. Cho happily agree's and tries to kill the one commander who accomplishes all their factions success.

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* YouHaveOutlivedYourUsefulness: When Colonel Renard makes negotiates a deal peace treaty with Jason Cho, he asks one of the conditions is that [[spoiler: the mercenary commander be killed. must die, which Cho happily agree's and tries to kill the one commander who accomplishes all their factions success.agrees to.]]
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* YouHaveOutlivedYourUsefulness: When Colonel Renard makes a deal with Jason Cho, he asks that the commander be killed. Cho happily agree's and tries to kill the one commander accomplished all their factions needs.

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* YouHaveOutlivedYourUsefulness: When Colonel Renard makes a deal with Jason Cho, he asks that the commander be killed. Cho happily agree's and tries to kill the one commander accomplished who accomplishes all their factions needs.success.
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* YouHaveOutlivedYourUsefulness: When Colonel Renard makes a deal with Jason Cho, he asks that the commander be killed. Cho happily agree's and tries to kill the one commander accomplished all their factions needs.
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A pair of RealTimeStrategy games, with a heavy focus on tactical gameplay, set in the BattleTech universe.

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A pair of RealTimeStrategy games, with a heavy focus on tactical gameplay, set in the BattleTech TabletopGame/BattleTech universe.

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''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing), fulfill their original objectives by harassing the Jaguars and preventing them from entrenching, and ultimately seize the starport so the main invasion force to land.

An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak, eventually culminating in a race to stop him before he can crack a Star League weapons vault for universally banned weapons of mass destruction.

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''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on the planet of Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing), fulfill their original objectives by harassing harass the Jaguars and preventing prevent them from entrenching, and ultimately seize the starport so the main invasion force to can land.

An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak, eventually culminating in a race to stop him before he can crack a Star League weapons vault for containing universally banned weapons of mass destruction.



* BoomHeadshot: A viable, if difficult to hit, target location that will immediately disable a Mech if it's destroyed. As this limits the damage to the armor and weapons elsewhere, it's perfect if you plan on salvaging it afterwards.
* BottomlessMagazines: Normally averted for non-energy weapons, but played straight if the Unlimited Ammunition option is enabled.



* EjectionSeat: Used to preserve Mechwarriors in the event that their Mechs are damaged beyond combat effectiveness. This allows them to save themselves and become available for the next mission, as opposed to just [[KilledOffForReal dying]] outright. It is not an ironclad guarantee to save them.

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* EjectionSeat: Used to preserve Mechwarriors in the event that their Mechs are damaged beyond combat effectiveness. This allows them to save themselves and become available for the next mission, as opposed to just [[KilledOffForReal dying]] outright. It is is, however, not an ironclad guarantee to save of saving them.



* FragileSpeedster: Light Mechs in general, especially the ''Commando'' (IS), ''Stiletto'' (IS), ''Uller/Kit Fox'' (Clan) and ''Cougar'' (Clan).

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* FragileSpeedster: Light Mechs in general, especially the ''Anubis (IS)'', ''Commando'' (IS), ''Stiletto'' (IS), ''Uller/Kit Fox'' (Clan) and ''Cougar'' (Clan).



* PrivateMilitaryContractors: Your unit in the second game.



** [[spoiler:A crappy rookie pilot from the first game, callsign "Rooster", returns near the end of the second game as an elite [=MechWarrior=].]]
*** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.

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** [[spoiler:A A crappy rookie pilot from the first game, game [[spoiler:, callsign "Rooster", "Rooster",]] returns near the end of the second game as an elite [=MechWarrior=].]]
***
[=MechWarrior=].
**
Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.

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