
I use him as a running gag throughout the series. I could go on with more stuff, if you want. It's alright to overshoot your 'resource points' that you take into a mission ala the Logistics phase screen, cuz if you don't spend it/some you get it all back at the end as the same amount of cash.Īnd finally - repair, repair, repair. You can make this easier in the micro side of things by setting rest of your pilots to guard on the point mech and just control/manuever the point mech. Point mech doesn't necessarily have to be short range, either. Run a vanguard or point mech, and if possible a backup that can rotate in if the other one can't be fully repaired, loses a lot of weps, or if the pilot is too injured to repair well. Fire from Current Position is a very important command. I don't hold my micro in high regard in RTS games, but I think I can hold my own in this, but only if I set hotkeys. Setting hotkeys makes micro in the game a snap. I also like to sneak cap buildings, particularly turrets!
#MECHCOMMANDER 2 OMNITECH SERIES#
LoS can be abused ala poptarting (I do this throughout the series but I don't crutch or spam it).

It happens to me on occasion, cuz I'll get impatient or forget to properly snoop around and then shit hits the fan and it's too late (unless you have Lord recovery skillz like me).
#MECHCOMMANDER 2 OMNITECH HOW TO#
Learning how to scout properly and analyze that data is important, otherwise you set yourself up to get shit on. In fact it typically decides which pilot the AI will initially engage, etc. LoS is huge, it's the biggest thing in MC2 combat. But if you asked me to make a serious dropdeck, it'd honestly be nothing like PPCs, JJs, heat sinks and max armor. It's best to be versatile and able to handle a lot of different situations if you aren't sure what to expect.

Usually a well balanced team is best, unless you are powergaming each mission and know exactly what you want. Last thing I would say regarding Logistics is to find the type of weapons that fit your tactics, playstyle, and drop deck composition. In an Elite serious playthrough, I'd be dropping less pilots for at least 1/3 of the missions and putting emphasis on more select, skilled pilots in heavier mechs. This really puts me into situations where the type of dropdecks and loadouts I'm making in the Logistics screen are somewhat limited by this decision. To extend a bit off tangent but still related to the previous paragraph, one of the things I was doing in this playthrough was using as many pilots as possible. so it sorta looks random and natural in the Logistics phase as I make mechs but in reality they are pretty min/maxed. That is what sets up a lot of the tactics used in each mission, it's very important and while I might give the impression that I'm sort of winging it and making my drop deck composition off the cuff, remember I am experienced with the game so I do know what I'm doing. That's why I didn't cut those parts out in the beginning of each mission, so that way people can get an idea for the entire drop deck construction process. Like, sometimes every second or so just to dictate perfect flow and issuing correct commands for all my pilots.īesides that, I think the Logistics side of things has a lot to do with tactics and strategy. So right there is something that if I was playing this game serious (and on Elite) I'd be pausing a LOT. Yeah I know about the mic thing, in retrospect I should've been flipping mute button on mic cord, I tried to be quiet about that sort of stuff or minimize it (I dabble in music production as a hobby so I know about small annoying sounds getting in the way of shit) but it didn't occur to me til late in the process.Īs far as tactics, I don't want to repeat myself but I'll briefly restate this cuz I think it's most important thing to note - this playthrough was done without pauses, cuz it'd break the continuity of the video for the viewer.
