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The thing that really ties them all together is the lore. Most of them has tweaks and changes to make it suit the genre better. MechWarrior, Crescent Hawks Incept and Revenge, MechCommander. BTech has games that spread out over several genres. They even got the lore wrong, which is a massive one. And it has a bunch of made up stuff that takes it further and further away from BTech. Even the weapons don't follow any tabletop rules. The unit that you belong to (1st Davion Guards) exist in-universe. The damage ratings are also true to their tabletop counterparts (multiply out the recycle rate per 10 seconds with the damage to get the tabletop values). That formula works for all energy weapons, IIRC.
For example, the PPC is 12 tons because it is actually the weapon (7t) + 5 double heat sinks (5t) to make it heat neutral. Every weapon is more or less true to its tabletop counterparts. MechCommander is actually fairly canon as well, as it depicts the invasion of Port Arthur, one of the pivotal early battles of Operation Bull Dog (it was actually part of the precursor operation, Bird Dog). MechCommander tried to keep to the spirit of BTech and kept a lot of the BTech lore. I'm actually thinking of hunting down an original copy of the game on Ebay.
#Mechcommander 2 omnitech days of heroes pdf
There are only PDF of the MechWarrior Gold Manual, which is a short manual for the expansion. I suppose the game's manual could shed more light on that, however unfortunately, the original manual is nowhere to be found in electornic form. Also, the firing rate on the head will be super slow (a bit faster on arms/legs), which maybe is suppossed to reflect that the pilots need to take their sweet time to aim an exact shot? I tried it out and the Mechs do fire when ordered to do a targeted attack, however you need to bring them into range manually before ordering the targeted attack. Instead, it will just hold its position and stay idle. With attack from position, the Mech will not automatically close in on a target when the target is out of range. Note that the cursor colour turns yellow when you use targeted shots - the same colour that is used for "Attack from position" attacks.įrom this I gather that all targeted attacks are "attack from position" attacks. I have the same issue, I think it is how it supposed to work. I'm nearing the end of operation 2 and I have to say, I find myself being bored more often than not.
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What remains is a (very very very) long chain of scenarios with a ton of repetition (many lifeless filler missions) and too much XP for your pilotes to go around on (they'll all be crack pilots in no time). I a later mission, the ending failed to fire despite all objectives having been completed, and later still it becomes somewhat common for there being a delay of half a minute or more after completing the final objective and before the mission completes.īeyond mission logic, since there are often no briefings at all and others are confusing since a couple of missions have been appropriated from other campaigns, a lot of what made the original game cool in the first place, the MechWarrior atmosphere, is lost along the way. I had to look both of those up on their forums. Again, this wasn't properly indicated anywhere, so again, just trolling players. Likewise, in another mission, containers you had to capture were hidden on outlying islands you could only reach with a jumpjet mech. The designer might have thought he was very clever, but actually this just comes across as player trolling. Except, this a mechanic never used anywhere in the game otherwise, and neither in the briefing nor during the mission is it made clear enough what you're expected to do.
#Mechcommander 2 omnitech days of heroes mod
Later on, the mod has a fair amount of issues, though.įor example, there's a mission in which the designer had the super-kewl idea that you have to bring a couple of weak vehicles with you and park them on four drop beacons to avoid a bridge you have to pass from being blown up. Strange, I had no such problems for quite a while.