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Reviewed: MechCommander 2
Author: Michael Ahlf       Date: August 12th 2001
Page: 3

Gameplay in Mech Commander 2 is well thought out; the balance between 'Mechs and ground units is carefully done and true to the tabletop games, and a group of smaller 'Mechs can indeed theoretically take down a larger 'Mech or two. Adding to the experience is the large difference in pilots.  Extreme care must be taken when matching pilots to their weapon and class, or the alternative... a dead or injured pilot.

 

Arm your 'Mechs for maximum 

destruction.

Attack enemy troops.

Engage in night ops.

Multiplayer play in MechCommander 2 is well done as well, perhaps a bit better since the enemy AI of the computer isn't quite as good as a human.  The real problem with the AI is one unfortunate flaw in the pilots, who tend to stand in one place and attack the enemy without evasive maneuvers unless given a move order directly. To balance this out, orders can be given while the game is paused, enabling a commander to work slowly and methodically through a pitched battle.

The original MechCommander was a disappointment, but MechCommander 2 manages to fix almost all the flaws and puts itself up as a truly enjoyable sequel.

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Added:  Sunday, August 12, 2001
Reviewer:  Michael Ahlf
Score:
Page: 3/4

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