Mechwarrior2 patch




















And guess who's one of these pilots? Yep, you. Strapped into one of these machines, you have to battle your way through a number of mecha-stomping missions. The actual missions vary; you may have to take down an enemy building, defend a base, or make a trip deep into enemy territory, to inspect a secret factory. One thing is for sure; you won't go far before you come into contact with the enemy, who aren't usually that delighted to see you.

But you can handle them, can't you? Or can you? You see, there isn't one single standard type of mech; there are a total of about thirty different mechs, each with different characteristics. And on top of that, there's a variety of different weapons that the mechs carry. You can bet that for the first few missions you'll be outgunned by the enemy; but it's up to you to use your superior piloting skill to even those odds out.

In later missions, you'll be accompanied by friendly pilots, who will give you a helping hand, but don't leave all the work to them. As you advance through the game, you'll be equipped with better and better weaponry, and bigger and better mechs. But you've got to get through the earlier missions first. It's a vicious circle. Thing is, that last paragraph could apply as equally to Mechwarrior 2 as it could Mercs , and if you've already got Mechwarrior 2 , you'll know the general scenario anyway.

Mercs adds a twist. In Mechwarrior 2 , you were part of an honourable clan of mechwarriors, taking on mission after mission, with the aim of advancement through the clan. In Mercs , however, you are a mercenary, with the aim of making as much money as you can. Since the untimely demise of your commander, you have been left with a million creds, and a single unimpressive mech.

And since money doesn't grow on trees not that there are any left any more , you've got to earn it. This is where the missions come in.

From your office in Outreach starport, you have to scan the contracts posted upon the computer bulletin-board, and find one that is suitable. These are either single missions, or campaigns of about four or five missions, with various employers, each with a differing level of risk and financial reward.

Complete a mission, and you collect your creds, which you can use to repair your mech, or buy new equipment. The latter option includes buying new weaponry, or a new mech; and with each mech only able to carry so much weight, you'll have to buy a new mech sooner or later.

You can even hire other mechwarriors to pilot your new mechs. And with the missions getting harder and harder, you'll find things get quite nasty. But there's a problem. Activision have attempted to add a Frontier style management side to the whole mech thing, yet it doesn't quite work for me. The thing is, management aspect is pretty flat; it's really nothing more than a collection of missions slung together.

What did I expect, you might well ask? Well, quite a few things, which would have added a greater sense of atmosphere to the whole proceedings. For a start, you don't have any reputation to speak of.

If you fail your first mission, you're told that your employers were disappointed as you came 'highly recommended'. How come? Recommended by whom? That was the first mission!

Also, most of the contracts I took put me up against Draconis Combine, a particularly nasty clan. In fact, at one point, I was told a price had been put on my head by said clan. But they were quite happy to hire me, even when I had taken so much action against them. It's up to you to look for contracts; at no point does anyone come to you to offer you a mission, even if you've blown away half the mech units in the galaxy. Then there's salvage. As the box clearly states, you can 'salvage enemy kills from the field'.

Except you can't. Any 'salvage' you get is pre-determined by the computer, and totally unrelated to what you do in the mission. You can destroy a mech, to the last part; destroy the legs, and the torso, arms, and all the weapons, and yet still have that mech given to you, complete, as salvage. Earthsiege , Sierra's big stomping robot game allowed you to salvage parts; and therefore, you had to decide if you should just blow away the enemy robots, and lose any salvage you might get, or surgically blow the legs off, but risk exposing yourself to fire.

Mercs ignores this, and along with the lack of a reputation, makes a sham of the whole mercenary aspect. Mercs does add a few extra graphical touches not found in MechWarrior 2. The graphics are now made up of texture mapped polygons, texture mapped floors, and light sourcing has been added. What the latter means is that when you fire a salvo, the resultant flash lights up the area round that projectile. It looks nice, but it isn't going to make a massive difference to how you playing.

Hang on a minute, though. Remember another game that has those? Begins with Q. And can anyone remember what the minimum spec for that game was? A Pentium. You can turn the various options off, to run on a lesser computer, which will be a relief to those with s.

Sonically, Mercs has similar speech effects to Mechwarrior 2 ; you are helpfully informed , by a disembodied female voice when you have destroyed an enemy mech, or when bits start falling off your mech.

Or the heartlifting 'mission terminated'. As a guy who's played since closed beta don't judge by the Steam hours played, most of my playtime is on the original launcher , changes like these are nothing new.

The entire life cycle of the game has involved changing the values on weapons, mechs, or both; some people adjust to it and continue playing, others leave if they can't adapt.

Metas, by definition, change over time, and TTK has both risen and fallen over the years with different patches. Hell, I've been caught up in the furor before too I still dislike the Skill system, but meh , but in a lot of ways, it's healthier for the game overall to make changes like this. Here's why: If you were not around in the pre-Quirk days of MWO, it was a very different, and in many ways stale game.

A vast majority of chassis were completely obsolete and unusable, it was more of a joke or a completionist thing to take some of them out because they were so subpar compared to the rest of the roster. Then, literally overnight, we got the Quirk system The Ember was no longer the King of Lights, for instance. The Dragon, one of the most underperforming heavies in the game, suddenly became a massive threat. Weapons changed too The changes, while disliked by some and still maligned by others to this day created a different MWO than we had been playing up to that point, and suddenly, you would see a massive amount of variety in matches.

There were still some DOA chassis out there, but a lot of mechs that had basically been awful were suddenly viable again, and the game became more fun. Now, take that lesson in regards to this patch: Yes, things have changed.

Yes, TTK is different again, and will continue to be as people adjust to the new values, and the potentially changing meta. Builds, tactics, and playstyles will have to adapt to the new patch, as they always do. However, something else has changed too: weapons that were considered subpar, ignorable, or downright awful were making their way into builds again.

The game had a bit of freshness given back to it by opening up builds with weapons that people, especially in the higher tiers, had all but given up on in the current state of the game. I'm not saying you have to like it I've hated changes in this game before. Hell, I only more recently returned to the game after leaving when the skill system hit since I was nonplussed by it in the beginning I've grudgingly accepted it at this point since it's not going away.

There's nothing that says you can't take a break and try to come back to see if you enjoy things more once the dust settles, and the inevitable rebalance patches come through. However, there are positives to changes like this hitting the game, and for a game that has always been a niche title with a smaller, but devoted playerbase, there is a certain argument that they need to shake things up from time to time.

Edit: Also, it's worth noting, a lot of these changes have made playing in the smaller mechs very much better by opening up some weapons to be better utilized by the chassis that have more limitations in terms of tonnage. As a guy who's always loved lights, that part of the changes has been a pleasant surprise. Last edited by WatcherRat ; 20 Apr, pm. This way the same proxy would should work for all game versions.

After studying various approaches into generating these I came up with the solution presented on my CodeProject page see link on left. Via these proxy DLLs v1. How is this possible? I noticed that when the combat mode, i. EXE utility. The combat mode is happy with those values and starts the combat mode.

I occasionally do get a crash during the game. They are so rare for me, that I haven't bothered to look for the cause of it. Oh baby, I know what I'm going to be doing tonight! So he's developed a fix for the 3D Titanium? This man is my hero. Hmmm, I'll have to see if it is still dead with the patch in Vista Mercs is old enough to be a bit app, right? Sound support even worked.

Sure wish I didn't have the Voodoo version. Aww, crap. No 3d Mercs for me. It kind of works in Windows Vista. The graphics are messed up in places, and some error dialogs are spawned in the background, but it does work.



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