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MechCommander 2 Preview

The final release of MechCommander 2 isn't far off. We take a look at a near complete version.

Fans of the older MechWarrior games had high hopes for the original MechCommander. When the game was finally released in 1998, most thought that it was a solid strategy game, but that it lacked polish in a few areas. With MechCommander 2, Microsoft hopes to cure most of the problems that plagued the original as well as introduce new features--like the full three-dimensional engine--that enhance the strategic element in the game. We recently received a near-complete build of MechCommander 2, and it looks as though there's very little left for the development team to work on other than some problems associated with the game's new graphics engine.

Before the start of each mission in MechCommander 2, a short full-motion video clip gives you background on the factions involved in the current battle, as well as some details on the current mission. The next screen shows a map that gives you basic information, like where your objectives are located, but it also provides valuable topographical information so that you can equip your small group of pilots with the appropriate mechs and weapons. For example, if there's a mountain range or an abundance of high-level areas on the map, a sensor specialist pilot may not be quite as useful, because you can already scout most of the land from the higher elevations. Likewise, mechs equipped with long-range weapons may be particularly useful in such a situation because they can retain their tactical advantage atop mountains at a safer distance, whereas short-range mechs would have to compromise their position and move closer to engage enemy forces. Finding a good balance between different types of mechs is crucial to completing mission objectives.

Customizing a mech for a specific mission is an easy task that fans of the MechWarrior series should be immediately familiar with. Mech customization starts with matching a pilot with the appropriate mech. If you decide that you want a mech with long-distance firing capabilities, you might want to select a pilot who specializes in those types of weapons--a pilot who's proficient with a laser would work well in this case. But again, it all comes down to the mission and the terrain. If there aren't many high areas, a sensor specialist pilot becomes much more useful for tracking enemy movements. Even when you're adding or taking weapons away from your mechs, you have to take into consideration individual pilot abilities, the type of terrain, and mission objectives. When there's a mission that requires pinpoint accuracy, you don't want to have missiles equipped on your mech, because they can do a substantial amount of unintentional damage to surrounding areas. It also wouldn't be a good idea to have rookie pilots in such a situation because their level of weapon accuracy is too unreliable. By the time you start the mission, you should have an overall idea of what your strategy is, including where you want to place your mechs and how you want to proceed through the mission. Occasionally, in some missions, it's nearly impossible to prepare adequately beforehand because there are secondary objectives that appear as the mission progresses.

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