Your tactical and strategic incompetence is so masterfully played to stay constantly on the brink of failure, but only just never crossing it... Incredible.
@@stephenj.mst3kfan836 The firestarter is a 35 ton genocide machine designed around warcrime delivery, its loaded down with flamers and machine guns for killing infantry. The Atlas is a 100 ton doombot designed to mulch other mechs and heavy armour.
I was watching these again and God damn. He really uh... really had a unique way to start his game. Just ignored cover, evasion, facing, efficient mech building... lost a pilot and a mech... God damn son. Making my starts in roguetech look easy lol
@@theblackpantslegion it's certainly entertaining! Watching a game that your good at while the person playing it is learning is hilariously fun. Just watching you figure things out, slowly learning what to do and being so nonchalant about possible bankruptcy.. so unlike me when I played. I wish I had the the easy going demeanor you have while playing this lol
"Hunchbacks are fairly soft. They're an all-or-nothing mech, driven by people who, shall we say, have nothing to lose." had me saying 'Hey! Fuck you, Tex! Leave my Hunchies alone!' ...til the "...Which is why I should have one.", which made me laugh.
Nulled Envoid From the future, it released and Marauder is indeed one of the best mech’s in the game. Even going full steiner might not compare to marauder’s greatness.
The marauder is a beast. Got one pretty early in my current play through and after getting called shot master I skull fucked three heavy mechs in one mission.
The firestarter is my favorite light mech in this. Just give it like 4 MG, a few tons of ammo, 2 SL, 5 jump jets, and almost full armor. It is a good little ninja skirmisher, keep it out of danger using sensor locks to help murder enemy lights until an opening presents itself, and then jump in and do silly amounts of damage. It also has a nasty melee attack, but only do it if you are sure it will kill as your rear armor even maxed is only good enough to take a few lrms before going boom. Basically what I do is I hide it away using sensor locks so my LRM boat can nail stuff from range until I get something weakened or isolated, and then I jump jet in after reserving to end of round and melt face, bonus points if you have ace pilot so you can melt face again and jump jet out. Edit:I think head hits are 1 in 50, so keep that in mind.
I remember someone on MW2 Mercs online that would run for missile boats in a light mech; 4 Flamers, 1 NARC Beacon. Run up, flame a target till it started to OH then slap a beacon on it and run like heck.
I get the feeling that 4 mechs are just too few. Even if no enemy ever shoots your 4th mech, it'll add to your return fire, wearing the enemy down sooner and saving you from part of _their_ fire that way. It's 10 "free" heatsinks, too. A "spare" pilot can't hurt too much either; sometimes the headshot fairy gives you more than you paid for, and waiting for all pilots to heal up can be expensive. And try fighting from the high ground. If the enemy is fighting you from the high ground, you have a 1/6 risk of suffering headshots. The other way around, it's 1/36 or less (exact figures depend on how faithful the game plays to the tabletop rules, tho). Another ground to avoid is rubble. It seems to mess both with your aim and your ability to take hits without falling over. In the tabletop game, it could cause you to fall over even by walking there (piloting roll). Then, salvage agreements. The "maximum cash" deal doesn't look good to me; you're never gonna keep 4 mechs (and ideally a spare) on top of the difficulty curve without paying cash for them; at _one_ priority salvage, you'd at least get to pick _some_ items (like the mechs you want, and items which are the hardest / most expensive to buy). It looks like the game is meant to play in a "scavenger" style, where you get most of your equipment via "finding-in-force." Even if it's just a Spider, it'll be of at least _some_ help. A _Jenner_ - just as hard to hit as a Locust and properly armed - could be a great addition with its 4 lasers and SRM 4. Short range, but with the legs to put the hurt on the enemy in no more than one turn. Maybe drop half the jets for another two heatsinks (or armor if the game allows for that). Up-gunning the Blackjack to AC-5s isn't buying much, if at all. If the game runs on duel sub-turns, an AC-5 isn't much stronger than an AC-2, and not any faster firing than the M-Laser. Even if it does _not_ , the AC-5 isn't any better than the ML except for range and heat management, and actually _worse_ for heat than the ML plus the heatsinks you could fit by dropping the AC and its ammo. The gun you're looking for is either an AC-10 (almost as good as two AC-5s (duh) and much lighter), or _one_ AC (2 or 5), a _heavy_ laser, and some heatsinks.
Tex: "You know...I'm the...Guy." (Insert snappy 70s Jazz Television Theme) Announcer: "The Guy." (One bar of theme.) Announcer: "A Jerome Blake production." "Starring Tex." "Also starring Jack Palance." (Insert two bars of the theme.) Announcer: "Tonight's episode: Canopian Fuckery."
That Hunchback was hiding around the corner to Stabilize. Just hide out of the way and Brace. That removes all of the Stability Damage. If it was smart, it would have initiated the "run away" protocol at the 1st sight of your lance bearing down. I haven't had 1 get away yet, but there have been a couple of close ones. A target in a Grasshopper comes to mind....
Never heard that one, everything I hear is about Dekker dying. I have no trouble keeping Dekker alive in my games, but he does pretty much live in the infirmary along with my player character.
yup, totally unnecessary at that point ;) I can remember ONE good Locust melee myself. LCT and Commando were facing an enemy Valkyrie, which had DFA'd the COM for some shoulder damage (more or less stripped but no crit). My LCT was really far off, 9 hexes IIRC, and had top initiative (it went last in that turn). So I charged in and rammed the Valk, taking its leg clean off. Locust is pretty brutal at ramming (for a 20-ton mech) and SUCKS at all other kinds of melee. IDK what happened to HIS LCT tho... the torso armor should have stopped the single M-Laser of a Firestarter (flamers only do thermal damage and start fires in flamable terrain, which do more thermal damage). In fact, the whole shot across what should amount to three tree hexes looked dubious.
The Jump Drives look to run on Tachyon energy . Faster than Light travel [yes Tachyons move much faster than light .] After watching your tactics , if they are descriptive of your Table Top Play , then your company must have been the "Quick Death Legion ".
no they don't- Tachyons do not and cannot exist. If you want proof look up the 'Tachyonic antitelephone problem'. In the lore, jump drives work by moving the user through Hyperspace rather than 'real' space. This of course has its own problems, but it is still much more viable than relying on a(n even more) hypothetical piece of mathematics (at least the presence of hyperspace is strongly supported by quantum mechanics)
I didn't like when others played it, but man, I love it when you play it. I like your fast playstyle and not too loud comment like some youtubers. Feels relaxing, y'know?
still. Also, you're playful and it really feels like you're enjoying the game you're playing, whether it be MGSV, Station 13, battletech, whatever. Also, the outro is always awesome. Thanks for making these videos.
It´s fun trying to imagine the shit condition those poor crippled mechwarriors are in, as you bolt their wheelchairs down to the cockpit. "Gotta earn daddy some c-bills honey. Can we have some gaffer in here!!"
>120 tons, fairly light. I hope they didn’t bring... *sigh* I hope they didn’t bring people. Brilliant. Edit: Actually finished the video. God damn, that kid better be going places.
Speed kills tex! Move! Jump, run and dodge a little lol. You will have less rebuild time lol. And thank you for your service to the bt community mr ledoux
Is it bad of me that I always preferred the tanks of battletech over the mechs? It might be the mix of underdog-ness i get as a squat wheeled/tracked/hovering thing with the fact that I never have to worry about heat...
Jimmy De'Souza The weight class of a mech isn't its actual cumulative weight. It's the total tonnage of equipment (armor, weapons, ammunition) the chassis can carry.
@@KMDN-bi9dj ehhh, mechs when fully stripped of armor+equipment still are around half the total weight of the tonnage, so its an even weirder tonnage issue.
Well good sir, that's because they're on a schedule. I space stuff out and put it up on a schedule so people get regular content. It's like if I have a really, really, really busy week or two, there wont be a lack of content because I thought ahead. You have stumbled upon the hidden content. Now you must be sworn to secrecy.
it funny the spider give to commander due to fact they can't die I give him a lot guts and piloting so able be very tough bastard to kill so well everyone focussing fire on the sider my lance is able get behind the eanmys and line up rear shots.
Nope. You run out eventually. Typically, there are 2-4 contracts on any given planet/system. Often there will be travel contracts available, but not necessarily. Too many times I've wanted to hop to find lighter or heavier work (the skulls denote expected tonnage, not actual difficulty) only to get into a system with no contracts at all. A few systems will always have travel contracts to neighboring systems. Detroit and Bellerophon, for example. Bottom line is, use what you have locally, and travel on travel contracts when you can. Also, if you want money, go for the salvage. The default settings (like this version of the game) gives whole, fully equipped mechs. Meaning you have weapons, sinks, jumps, etc you can sell off.
Can anyone explain why lances are 4 mechs? That's such an odd number. Not 3, not 5.....4. And even the bizarre "augmented" Lances are still "4", even with wildly variant gear, like...2 mechs and 2 tanks, or 1 mech and 3 aerospace fighters. Is there even a reason, or is it purely arbitrary?
Well, the math reason is for easy multiples of 2, but the lore and background to the lore is also the general feudalistic tone of the Mechwarriors in general. Medieval condetierri (Military Contractors in the modern parlance) operated in lances of four men. One knight, one squire, two pages, or a page and a herald, or archers. Sir John Hawkwood would have fit right in with a merc lance of Marauders.
Man. "Oh it's a firestarter, this should be easy" is something I heard so many times from my opponents in the tabletop... about 30 minutes of play before all their mechs were shut down by overheating and their ammo storage was cooking off. Wish it got to really show its stripes in this game, but alas. I do love light mechs, and feel they really do have a powerful niche in BattleTech, particularly when people are playing in he sense of campaigns and with continuity instead of isolated scrimmages. But the games just never highlight it well. Since pretty much all missions in most every BattleTech game I've played is... more or less "Fair battles" where size matters in relatively closed off arenas. Where I can't go and bring like 20 Panthers to swarm over the Merc Company that thought 2 Warhammers and an Axeman was all they needed. Also I have to admit that I"m usually amused by how in the video games Dropships are all unarmed tubs that like 2 Battlemechs can easily trash in a few minutes.
Your tactical and strategic incompetence is so masterfully played to stay constantly on the brink of failure, but only just never crossing it... Incredible.
*bows, humbly*
Is a Firestarter mech an Atlas mod? Forgive me, I'm a noob to this.
@@stephenj.mst3kfan836 The firestarter is a 35 ton genocide machine designed around warcrime delivery, its loaded down with flamers and machine guns for killing infantry. The Atlas is a 100 ton doombot designed to mulch other mechs and heavy armour.
@@davidshea6272 until you load up a Firestarter with max jumpjets and 6x SLs and you jump around behind other mechs and core them in one shot.
tex is defenitely a steiner
I was watching these again and God damn. He really uh... really had a unique way to start his game. Just ignored cover, evasion, facing, efficient mech building... lost a pilot and a mech... God damn son. Making my starts in roguetech look easy lol
By the end I'm competent. It's like watching a child develop reason.
@@theblackpantslegion it's certainly entertaining! Watching a game that your good at while the person playing it is learning is hilariously fun. Just watching you figure things out, slowly learning what to do and being so nonchalant about possible bankruptcy.. so unlike me when I played. I wish I had the the easy going demeanor you have while playing this lol
"Hunchbacks are fairly soft. They're an all-or-nothing mech, driven by people who, shall we say, have nothing to lose." had me saying 'Hey! Fuck you, Tex! Leave my Hunchies alone!' ...til the "...Which is why I should have one.", which made me laugh.
HBS had its lawsuit dismissed, we may see the MAD part of the MADCAT, as in the Marauder. Such a pretty mech
FUCK TO THE YES
@@theblackpantslegion the warhammer and marauder are going to be included in the game after the next DLC urban warfare
I want my Marauder back
Nulled Envoid From the future, it released and Marauder is indeed one of the best mech’s in the game. Even going full steiner might not compare to marauder’s greatness.
The marauder is a beast. Got one pretty early in my current play through and after getting called shot master I skull fucked three heavy mechs in one mission.
By far the most enjoyable parts of these videos are listening to the interactions between Tex and The Kid.
The firestarter is my favorite light mech in this.
Just give it like 4 MG, a few tons of ammo, 2 SL, 5 jump jets, and almost full armor. It is a good little ninja skirmisher, keep it out of danger using sensor locks to help murder enemy lights until an opening presents itself, and then jump in and do silly amounts of damage. It also has a nasty melee attack, but only do it if you are sure it will kill as your rear armor even maxed is only good enough to take a few lrms before going boom.
Basically what I do is I hide it away using sensor locks so my LRM boat can nail stuff from range until I get something weakened or isolated, and then I jump jet in after reserving to end of round and melt face, bonus points if you have ace pilot so you can melt face again and jump jet out.
Edit:I think head hits are 1 in 50, so keep that in mind.
firestarter is underused, and wonderful.
Not used with mgs yet but small lasers and melee works nice too.
I remember someone on MW2 Mercs online that would run for missile boats in a light mech; 4 Flamers, 1 NARC Beacon. Run up, flame a target till it started to OH then slap a beacon on it and run like heck.
@@ShadrachVS1 sounds like a guy on my old lance loved that tactic as i was always in the midfield with missiles and ac5-clan version
Gotta keep those evasion pips up! You don't have to pay for damage you never take.
LiaokenAkaras1 And that’s why I was screaming inside the entire time I was watching this.
I get the feeling that 4 mechs are just too few. Even if no enemy ever shoots your 4th mech, it'll add to your return fire, wearing the enemy down sooner and saving you from part of _their_ fire that way. It's 10 "free" heatsinks, too. A "spare" pilot can't hurt too much either; sometimes the headshot fairy gives you more than you paid for, and waiting for all pilots to heal up can be expensive.
And try fighting from the high ground. If the enemy is fighting you from the high ground, you have a 1/6 risk of suffering headshots. The other way around, it's 1/36 or less (exact figures depend on how faithful the game plays to the tabletop rules, tho). Another ground to avoid is rubble. It seems to mess both with your aim and your ability to take hits without falling over. In the tabletop game, it could cause you to fall over even by walking there (piloting roll).
Then, salvage agreements. The "maximum cash" deal doesn't look good to me; you're never gonna keep 4 mechs (and ideally a spare) on top of the difficulty curve without paying cash for them; at _one_ priority salvage, you'd at least get to pick _some_ items (like the mechs you want, and items which are the hardest / most expensive to buy). It looks like the game is meant to play in a "scavenger" style, where you get most of your equipment via "finding-in-force."
Even if it's just a Spider, it'll be of at least _some_ help. A _Jenner_ - just as hard to hit as a Locust and properly armed - could be a great addition with its 4 lasers and SRM 4. Short range, but with the legs to put the hurt on the enemy in no more than one turn. Maybe drop half the jets for another two heatsinks (or armor if the game allows for that).
Up-gunning the Blackjack to AC-5s isn't buying much, if at all. If the game runs on duel sub-turns, an AC-5 isn't much stronger than an AC-2, and not any faster firing than the M-Laser. Even if it does _not_ , the AC-5 isn't any better than the ML except for range and heat management, and actually _worse_ for heat than the ML plus the heatsinks you could fit by dropping the AC and its ammo. The gun you're looking for is either an AC-10 (almost as good as two AC-5s (duh) and much lighter), or _one_ AC (2 or 5), a _heavy_ laser, and some heatsinks.
27:28 "Alright, Bring it" More mechs show up "No, don't bring it, that's to many" lol
Tex: "You know...I'm the...Guy."
(Insert snappy 70s Jazz Television Theme)
Announcer: "The Guy."
(One bar of theme.)
Announcer: "A Jerome Blake production."
"Starring Tex."
"Also starring Jack Palance."
(Insert two bars of the theme.)
Announcer: "Tonight's episode: Canopian Fuckery."
Tex sounds so much like a grizzled mercenary it’s awsome.
This level of strategic and technical fail...it is highly entertaining and rage inducing at the same time. Truly masterful at your craft...
That is how I feel watching some old Mechwarrior 3 playthroughs...
That Hunchback was hiding around the corner to Stabilize. Just hide out of the way and Brace. That removes all of the Stability Damage. If it was smart, it would have initiated the "run away" protocol at the 1st sight of your lance bearing down. I haven't had 1 get away yet, but there have been a couple of close ones. A target in a Grasshopper comes to mind....
This is awesome. I know nothing of this universe, but I now wish to know everything.
The 'Medusa dies" meme lives on.
Never heard that one, everything I hear is about Dekker dying. I have no trouble keeping Dekker alive in my games, but he does pretty much live in the infirmary along with my player character.
9:20 i'm a bit late to the party but... did he just use a locust to melee?????
yup, totally unnecessary at that point ;) I can remember ONE good Locust melee myself.
LCT and Commando were facing an enemy Valkyrie, which had DFA'd the COM for some shoulder damage (more or less stripped but no crit). My LCT was really far off, 9 hexes IIRC, and had top initiative (it went last in that turn). So I charged in and rammed the Valk, taking its leg clean off.
Locust is pretty brutal at ramming (for a 20-ton mech) and SUCKS at all other kinds of melee.
IDK what happened to HIS LCT tho... the torso armor should have stopped the single M-Laser of a Firestarter (flamers only do thermal damage and start fires in flamable terrain, which do more thermal damage). In fact, the whole shot across what should amount to three tree hexes looked dubious.
i keep watching the mini inter turn cut scenes and thinking of you strung them together at the end they would make a cool little mini movie lol
The Jump Drives look to run on Tachyon energy . Faster than Light travel [yes Tachyons move much faster than light .]
After watching your tactics , if they are descriptive of your Table Top Play , then your company must have been the "Quick Death Legion ".
no they don't- Tachyons do not and cannot exist. If you want proof look up the 'Tachyonic antitelephone problem'. In the lore, jump drives work by moving the user through Hyperspace rather than 'real' space. This of course has its own problems, but it is still much more viable than relying on a(n even more) hypothetical piece of mathematics (at least the presence of hyperspace is strongly supported by quantum mechanics)
When you get to the first campaign mission, be sure to snatch up all the Jaegermeister parts.
o rly?
Jaegermeister+AC-20+AC-10= math
I did the mission but I didnt see t he parts
Given how broke the company is, maybe they had to strip and sell the naval scale weapons off it for C-bills?
I didn't like when others played it, but man, I love it when you play it. I like your fast playstyle and not too loud comment like some youtubers. Feels relaxing, y'know?
Thanks. Im probably not loud and excitable/hyper because by most youtuber standards I'm an old guy
still. Also, you're playful and it really feels like you're enjoying the game you're playing, whether it be MGSV, Station 13, battletech, whatever. Also, the outro is always awesome. Thanks for making these videos.
Hate to say it Tex but.. you're thinking the Hunchback IIc. The IS Hunchbacks carry 10 tons of armor and are tough buggers.
I'm playing thou the vanilla Battletech also, very enjoyable commentary.
It´s fun trying to imagine the shit condition those poor crippled mechwarriors are in, as you bolt their wheelchairs down to the cockpit. "Gotta earn daddy some c-bills honey. Can we have some gaffer in here!!"
"it still wont die" that spider was secretly part of the black watch
it was fun watching a knowitall trying to play the game and failing thanks
you seem fun
Tex... in another life I'd follow you into hell with RAC5s roaring!! In this life, I'll settle happily for your channel.
damn, i lost someone my first mission too, someone got a random crit headshot and it was lights out
“What can I do for ya?”
“Not miss maybe?”
Man that Firestarter sure did his best trying to hold off that invading band of mercs. Who let the Black Knight drive a mech?
>120 tons, fairly light. I hope they didn’t bring... *sigh* I hope they didn’t bring people.
Brilliant.
Edit: Actually finished the video. God damn, that kid better be going places.
Stompy robots = life!
Woohoo, Tex in the Dougram- I MEAN, the Shadow Hawk!
The Panther and the Jenner are kind of glass cannons tho. They can dish it out but can't take it.
Tex:Please hit him....
Behemoth:*Cores The Panther* Target down!
Tex:........
Yo Tex, Pro Tip: melee costs no heat; let's you bleed hear
I figured out how to make that not the case: melee with a Banshee packing 5-6 small lasers!
Loved it 👍🏻
so did I, but thats just me. Im BIASED
Referring to Glitch as "The Kid" is weird to me because from the moment I met her she was Battletech Cheryl Tunt to me.
Glitch is bae.
(i dont think tex knows he can move and then fire....)
Hunchback AI would go into the corner to cooldown.
I field lots of light mechs and aim for backs more than Capellans on a bender.
Speed kills tex! Move! Jump, run and dodge a little lol. You will have less rebuild time lol. And thank you for your service to the bt community mr ledoux
**Tex scraps Spider, leaving him with an incomplete lance**
Me: ruclips.net/video/NQrbxYup5cE/видео.html
Is it bad of me that I always preferred the tanks of battletech over the mechs? It might be the mix of underdog-ness i get as a squat wheeled/tracked/hovering thing with the fact that I never have to worry about heat...
Jimmy De'Souza The weight class of a mech isn't its actual cumulative weight. It's the total tonnage of equipment (armor, weapons, ammunition) the chassis can carry.
@@KMDN-bi9dj ehhh, mechs when fully stripped of armor+equipment still are around half the total weight of the tonnage, so its an even weirder tonnage issue.
I get that you like dakka, but are 4 racks of Incredibly explosive AC5 ammo really needed?
DAKKKAAAAAAAAAAAAAAAAAAA
ABSOLUTELY!!!
Love tha dakka
Immediately what I thought too, he could use half that. But, his response was the perfect counter😂
Why are the next three videos private? I don’t think I’ve seen you do that before. Will they become public at some point?
Well good sir, that's because they're on a schedule. I space stuff out and put it up on a schedule so people get regular content. It's like if I have a really, really, really busy week or two, there wont be a lack of content because I thought ahead. You have stumbled upon the hidden content. Now you must be sworn to secrecy.
it funny the spider give to commander due to fact they can't die I give him a lot guts and piloting so able be very tough bastard to kill so well everyone focussing fire on the sider my lance is able get behind the eanmys and line up rear shots.
47:50 Be careful he doesn't bite your legs off. :)
no one
tex : guns arent working? **kicks firestarter**
You need the super urbie
are you able to grind contracts forever on any plant?
unknown, probably
Nope. You run out eventually. Typically, there are 2-4 contracts on any given planet/system. Often there will be travel contracts available, but not necessarily. Too many times I've wanted to hop to find lighter or heavier work (the skulls denote expected tonnage, not actual difficulty) only to get into a system with no contracts at all. A few systems will always have travel contracts to neighboring systems. Detroit and Bellerophon, for example.
Bottom line is, use what you have locally, and travel on travel contracts when you can. Also, if you want money, go for the salvage. The default settings (like this version of the game) gives whole, fully equipped mechs. Meaning you have weapons, sinks, jumps, etc you can sell off.
I hear you about Wasteland 2... it should have been good. I should have liked it. But I didn't.
Let 's do some "Mech F*cckery" Shall we?
Can anyone explain why lances are 4 mechs? That's such an odd number. Not 3, not 5.....4. And even the bizarre "augmented" Lances are still "4", even with wildly variant gear, like...2 mechs and 2 tanks, or 1 mech and 3 aerospace fighters.
Is there even a reason, or is it purely arbitrary?
Because four is even and Clanners bring five
Well, the math reason is for easy multiples of 2, but the lore and background to the lore is also the general feudalistic tone of the Mechwarriors in general. Medieval condetierri (Military Contractors in the modern parlance) operated in lances of four men. One knight, one squire, two pages, or a page and a herald, or archers.
Sir John Hawkwood would have fit right in with a merc lance of Marauders.
15:35 THAT'S WHAT SHE SAID
last time i used a shovel it didnt even hit the nail in good. why do they even bother making shovels? shovels like, locusts or spiders i mean.
Im going to Steiner scout lance all this when I can
15:34. Phrasing!!
So, what are the theoretical calibers for the AC class weapons? I'm genuinely concerned
Edit: spelling
Big, I think the ac10 is 80mm?
Between 25 and 203 millimeters. Lots of variation though.
I'm late to the party!
"I remember when i played a lot of tabletop" yeahno. Judging by this gameplay this is the first you've ever heard of the battletech universe.
Man. "Oh it's a firestarter, this should be easy" is something I heard so many times from my opponents in the tabletop... about 30 minutes of play before all their mechs were shut down by overheating and their ammo storage was cooking off. Wish it got to really show its stripes in this game, but alas.
I do love light mechs, and feel they really do have a powerful niche in BattleTech, particularly when people are playing in he sense of campaigns and with continuity instead of isolated scrimmages. But the games just never highlight it well. Since pretty much all missions in most every BattleTech game I've played is... more or less "Fair battles" where size matters in relatively closed off arenas.
Where I can't go and bring like 20 Panthers to swarm over the Merc Company that thought 2 Warhammers and an Axeman was all they needed.
Also I have to admit that I"m usually amused by how in the video games Dropships are all unarmed tubs that like 2 Battlemechs can easily trash in a few minutes.
So this game worth a buy then? Tempted to do whatever takes to get mechcommander 1-2 back up and running again.
I think it is.
Mech commander 1 has been modded to run on modern systems
www.moddb.com/mods/mechcommander-gold-hi-res/downloads/mcg-darkest-hours-fullversion