![]() ![]() Say goodbye to your company of salvaged Clantech! ![]() Bag of Spilling: Whatever you do in Gold's original campaign won't carry over to the expansion.Badass Normal: Gunnery Sergeant Cash, your weapons tech from the second game, used to be an infantryman in a universe where 20+ ton Humongous Mecha are the norm.Badass Crew: Forming one of these to pilot the Ace Customs you come up with is just as important.Humorously, the most stark example has the callsign Goblin. Badass Baritone: Several high-end mechwarriors in 1, typically those who come at Regular or Veteran by default, have voices that sound like rolling thunder.Awesome, but Impractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage but are slow-firing, have low ammunition reserves and take up a lot of room in weapon load-outs.Which makes some sense, as Mechs get transported long distances by DropShips, which certainly don't have infinite cargo capacity. Arbitrary Headcount Limit: A variation/justification: You can only bring a certain combined tonnage of 'Mechs into each mission.Not so obviously, they instead decide to join forces against you and your mercenary company. Blindingly obvious what will happen, since you have General Ripper meeting with General Failure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and your tactical officer predicted that there wouldn't be any trouble during the mission. Aggressive Negotiations: About 2/3rds of the way through the second game. ![]() Both Desperate Measures and MechCommander 2 also feature a few in the enemy's ranks, such as Katherine Furey's Railgun-equipped Vulture in the former and bandit captain Vong's ER PPC-packing Lao Hu in the latter.
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