History VideoGame / MechCommander

25th Aug '17 6:36:15 AM DrVonOppendown
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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''.
25th Aug '17 6:02:27 AM DrVonOppendown
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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.
21st Aug '17 9:54:36 PM DrVonOppendown
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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.
20th Aug '17 9:15:34 PM DrVonOppendown
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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.
20th Aug '17 8:53:41 PM DrVonOppendown
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** Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.

to:

** 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.
23rd May '17 1:08:28 AM Questia
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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 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]].]]

to:

* 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.

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 ''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.

to:

** 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''.
31st Dec '16 2:33:22 AM Questia
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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]].]]

to:

* 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.]]

to:

** '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.

to:

* 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.

to:

** 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...]])

to:

* 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...]])
31st Dec '16 2:23:43 AM Questia
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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.]]

to:

* 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]].]]
31st Dec '16 2:19:22 AM Questia
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* AceCustom: Making these is an important part of the game.

to:

* 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]].
9th Sep '16 1:53:29 AM Stealth
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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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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MechCommander