What does the “official” MechCommander 2 patch actually change?

Hacksaw doko?

Having finished MC1 / MCG (complete with noticing a couple of gameplay quirks), I decided to move onto MC2. Several sources provide and/or recommend installing the “official” patch for the game before playing it:

  • The seemingly most-common download source for the patch, Sarna, just describes the file as “MC2 patch” (which isn’t that helpful for a file already called “mc2_patch.exe”).
  • The Game Engine uses the term “official mc2 patch” and encourages installing it to improve the AI, improve weapon balance, and reduce mission rewards (since MC2 generally gives you way too much money by default).
  • A post on fuckmyusers.com about installing MC1/MC2 includes instructions that recommend using the patch mostly for its AI improvements, though it doesn’t explicitly call the patch “official”.
  • An upload of the patch on speedrun.com uses the term “Official patch 1.1”, saying that it “fixes AI, rebalances ballistics, and introduces a host of new bugs, among other things”.

However, having spent a few more hours than I’d planned to looking into it, I’m now quite confident that this is not an official patch at all.

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Getting MechCommander running on Windows 10 with minimal crashing (for me)

With these steps, MechCommander played great at 1280×720, which could be cleanly upscaled to my monitor’s 1440p resolution with no loss of sharpness.

Before I forget what I did, I’m infodumping how I personally (eventually) got MechCommander Gold (MechCommander 1 + Desperate Measures expansion) singleplayer running nicely on my own Windows 10 system.

These instructions were written for me-and-friends with that level of detail in mind. No effort has been made in the instructions to support any other OS, including Windows 11, so I have no idea what happens if you try these steps elsewhere. This information largely duplicates / collates information that you can already find elsewhere and is minimally unique.

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Something seems horribly, horribly wrong with LB-X Autocannon damage in MechCommander

Desperate Measures, the expansion for MechCommander 1, introduced LB-X versions of Autocannons. Exactly how they work is a bit nebulous, but combining the in-game information, the official strategy guide, and player-created guides, it seems that each shot either connects or doesn’t (there aren’t separate hit chance calculations), and then if the shot does hit, damage is spread across areas adjacent to the hit — apparently even including to the firing mech if the target is close enough to it.

Combining this information with weapon stats, the expected outcome is a variant of ACs that does more raw DPS, but with less “punch” or penetration because the damage gets distributed across more areas of an enemy mech and so will tend to hit armor instead of managing to deal internal structure damage. That seems like a reasonable-enough tradeoff especially given that they have more generous ammo reserves than the non LB-X versions.

In reality, their DPS is actually atrocious, and I don’t know why.

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