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 Home -> Previews -> Mech Commander 2
Mech Commander 2 By John "Award" Del Percio, June 05, 2001
Developer :FASA
Publisher :Microsoft
Release Date :Mid-July 2001
Demo Available : No
Table of Contents

· Introduction
· Closer Look
· Facts
· Final

Excellent Mech Game Detected...

Another annoying part of the game is the fact that no matter what you do, or where you place it, artillery ALWAYS seems to be out of range. Height also does not seem to have any effect on it, which defies all physics. In the map I previously mentioned with the explosions killing my patrols, I tried placing some artillery atop a mountain near the base to avoid getting blasted away. Unfortunately, though it should have been able to shoot even beyond the base, it didn't even reach the base it was parked right next to. The range most definitely needs improving.

Now down to the slightly less appealing side of the game, and stuff that will hopefully be changed by the time the final release comes out. Units have an extremely bad tendancy to explode when destroyed. That in itself isn't bad. The bad part is that they usually take out a radius of a few miles, and usually most of your mechs at once. Unfortunately, I have found no way to avoid the blast radius. This is one thing that really has got to go by the time the game is released. In the third or forth mission, there is a map where you must begin by overrunning a base, and capture a mobile HQ vehicle. This, needless to say, takes quite a toll on your units alone. Then you recive orders to capture a building in a base on the other end of a map. Unfortunately, when I attack it, I nearly always lose my entire patrol to a big explosion. The game does sport a nice in-game quick-save/load feature, unfortunately, in the beta release I played, it had a nasty habit of crashing the game, so when I died, I had to restart the whole mission over again. It became very frustrating very quickly.

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