![]() For example you would assign an infantry team to enter the theater at insertion A, move to point B, and at MM:SS attempt to capture and hold this sensor outpost. You'd have a planning phase where you check out the mission intel and tell your forces what you want them to do, including a wealth of non-mech assets (like infantry, vehicles, air power, and even orbital bombardment if appropriate). My utopian vision for the Mech franchise would be to see Mechwarrior and Mechcommander merged into one no-holds-barred title. The low-budget live action stuff was endearing as well, and whoever played Katrina Steiner in that is pretty much my mental image of the character Biggest problem with the game was the goofy AI that didn't react properly to being kited around. I preferred this game over #1, it felt a lot more spontaneous and game-like, and I was able to bash my way through with a minimum of trial and failure. I was actually involved in the beta of Mechcommander 2. The difficulty was so ludicrously high that every mission had to be replayed multiple times to figure out the 'optimal solution' and several relied on fore-knowledge of tricks or shortcuts in order to pull off without unsustainable losses. Overall I felt like #1 was more chore than game.
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