Author Topic: Continuous review of MCG campaigns (as many missions as I can get to).  (Read 5778 times)

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Offline luxebo

  • 25
Continuous review of MCG campaigns (as many missions as I can get to).
At this point of time, I've covered a single mission to start off the campaigns. I really enjoyed em, but I would like to make some comments/guide suggestions on the game if anyone gets stuck. This will keep going for as far as I play; I'll try to record data on as much as I can.

Exodus:
1st mission (support allied troops, destroy the base).
-This mission is easy enough, no huge issues after the first lance you must kill off. Support the allied troops (should be easy enough), then kill the tanks within the base. Go wide a bit and shoot the fuel tanks, then run in to finish as much as possible. Extraction point is clear, and also there is no salvage to be found (although map is similar to a mission in the expansion).
-One comment is that what about Exodus's first few missions? (i.e. like MCO's Pirate fighting, some Clanner warfare, etc).

Turncoat:
1st mission (defend base).
-This mission relies on running quickly. Don't waste a second and run to base so they don't blow the turrets (Stilettos). There is another lance from the West of more of those pests, that you must watch (capture the goods while you are at it). There is an assault lance from the East but from my experiences those mechs are easy pickings due to their slowness and the long toms all over the base.
-Why is Mystique such a low level yet she can lead her own rebellion and whatnot? It seems a bit weird in that sense, but it's of course author's choice.

I will report through when I finish other missions. Thank you Magic for posting this great work, it's overall worthwhile to play!

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Second missions on both are done:

Exodus:
2nd mission (hunt enemies down, ambushers at extraction).
-If you aren't familiar with MCO's Exodus, this mission has a harsh extraction point fight. You have to watch out for the 8 extra ambush mechs at the extraction point. I suggest engaging em first then going for the 8 mechs in the base, which would need a bait and switch type of fight in order to kill all of em easily.

Turncoat:
2nd mission (destroy power complexes).
-Ignore the contacts, those are sports cars until you get to the base. The base needs a really fast mech (i.e. one long range Stiletto can do it) so you can kill the vehicles with the fuel tanks. You also must do the same for the second generator system; kill the vehicles by hand and bait the heavies to the fuel tanks.
-Make sure to capture the resources and blow the natural oil derricks. Those are part of the generator complex.

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
@Magic is it ok if I still continue to post a guide or review of sorts or would you like it to be more making others figure out what to do?

Will edit this as soon as possible with the first (and maybe second?) missions of the other two campaigns.

At this point in time, Xenocide is pretty much as easy as the stock missions in MCG. The main thing is that you need a Commando with JJs asap running for the second mission's salvage.

Gonna playthrough the rest to see how they work.

Edit: Bengal + DSC both play similarly, with strong point weapons and mechs off the start. Clan gear after mission 2 already (like three mad cats off the start in Bengals).

X-Ray seems like a covert operation trying to snipe/search and destroy key elements. Just have to look well enough.
« Last Edit: January 23, 2015, 01:45:23 am by luxebo »

 

Offline magic

  • Moderator
  • 211
Re: Continuous review of MCG campaigns (as many missions as I can get to).
luxebo, its more then OK, thank you.

All those campaigns are done long time ago by people at or around DSC (Dropship Command). The authors made those campaigns with their own ideas, cant be changed.

X-Ray was done by a group of people at DSC (DSC X-Ray Company) - never finished because of MC2 release. After that people went...
This is a story of survivors from First Davion Guards X-Ray company that was shot down from the sky by Jag orbital guns at the beginning of the Port Arthur invasion.

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Good to know Magic.  :) Will continue battle report/guide review.

I am starting to understand X-Ray's campaign. DSC's campaign really confused me since you start with Clan and lostech but you are pirates, so it doesn't quite fit well. Though I guess it's more of a Wolfman-x styled campaign with direct fighting more often.

I will try to even get to MC2X and MCO campaigns (only Carver 5's, Exodus, MC2 Mercs since the rest don't stand out very much in terms of gameplay.)

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
For the rest of the weekend, just a couple updates: X-Ray a bit more fighting (though nothing huge). DSC is basically one mission into two; so if you are struggling you can actually jump over the first base and kill people from there; second mission you can do the same and get extra salvage. Also, there is a hidden container way north on an island which that Awesome J can't get to, so hopefully any other J variants were salvaged.

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
I've been busy recently with MWO and work but a couple asked on Carver 5/Exodus/MW2 Mercs for MCO.

Here are some links for those:
Exodus: http://www.dropshipcommand.com/files/mc2/FAQ_UEP_Exodus_Campaign.pdf
MC2 Original Carver 5: http://www.gamefaqs.com/pc/914327-mechcommander-2/faqs/19037
MW2 Mercs (the game is sufficient, just find the missions): http://www.gamefaqs.com/pc/197888-mechwarrior-2-mercenaries/faqs/10039

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Been a while but here is my feedback for some that I came across:
DSC Raid (#3):
-Mantis will help you out to defend the convoy.
-Watch your back, one lance will show.
-Atlas J will jump you later, make sure to regroup and kill it.
-Mission ends upon reaching the base with the convoy.

X-Ray (#3):
-Mantis is there again, but alone out there.
-All secondaries can be completed by reaching the dual jager + hbk 2c there left upper corner. That base is tough however.
-Repair bay + sensor control lower right corner.
-Extraction is bottom right corner where there should be a yellow pixel around it. Just one, near some water.

Bengal Lancers (#3):
-Convoy mission, but remember once you reach the end it won't be the end since there will be more waves to kill.

Xenocide (#3):
-Only big thing is the Mad Cat W at the end of the mission. Everything else is self-explanatory killing.

Turncoat (#3):
-Bring a full lance of JJ mechs. You need em to kill the mad cat and do the secondary objective. Rest hopefully is ok, not too many tough parts besides the mad cat. Also remember to blow the turret control on first objective. Not really specifically said.

Exodus (#3):
-Watch out for bridges and each point you need a guy. Kill the LRM turrets with your remaining mechs (let em be stronger brawlers while your weaker smaller mechs stay at the points). Kill the three atlases and extract at the point near the bridge.
« Last Edit: February 07, 2015, 11:43:11 pm by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Been a while due to MWO challenges etc but time for a new run on missions 4 of each campaign. Will update over night.

Exodus:
-This is a quick mission, run in and kill things. Nothing else to it. Make sure to salvage everything. Lots of salvage here.

Turncoat:
-Have to be quick to the airfield, one shot from the side will do to the fuel tank. There will be a swarm of Commandoes, make sure to bring close up weapons.
-Huge vehicle fight in the northeast corner island.
-Ammo dump in the middle; use one JJ mech to cap the turret control. Make sure to have some short ranged stuff to take care of the SRM carriers and strikers, plus the container stacks (you have to blow em up).
-Directly north will be a LANCE (not star) of Vulture A's (they engage 1 by 1), and also the component vault. Use repair bay for any hurt mechs.

DSC Raid:
-Another capture and hold. Self-explanatory; single repair base north of the main one.
-Attackers come from northwest and northeast bridges.

X-Ray:
-This one is insane; to capture really powerful stuff (some Warhawk W's and Rail Gun Component Vaults here).
-Two ways to do this, do the bare minimum and run, or go and do everything including attempting to kill two Masakaris.
-To do the former, simply run in guns blazing and go to the base, avoid the mine field and the parameter alarms (activating them means you activate 7 mechs from the northwest base, along with possibly those Masakaris, though they can't jump).
-Kill everyone in the main component warehouse base. Don't forget to collect the southeast base container and the middle resource warehouse.
-Then capture the buildings, run to the extraction. Kill the two patrol hovercraft from behind, and if you haven't another set of patrollers. Then should be a-ok as long as you don't engage the northwest 7 mechs.
-If you DO engage however, it'll be a rough run. You should lure em into turrets and minefields. Use JJ lights to do that.
-The 7 mechs don't include the Masakaris, and there may be some leftovers at their base. The special Uller/Cougar both are armed with ER LL boating (some LBX too). Easy to kill close up. The others include two Catapults, two Hunchbacks, and a Jager. The Masakaris take effort with JJs, forcing you to jump across all the small islands.
-Once everything is dead and/or you've fled to the extraction point, then good job either way and you win.  :)

Xenocide:
-More or less a quick engagement, run in, kill and capture, hunt for enemies.
-Remember to defend the generator, enemies will come west of your starting position, and north (which holds a few salvage buildings).

Bengal Lancers:
-Lance 3 should have mid/long ranged heavies/assaults in order to go after a few heavies/assaults out there. Turkinas are common.
-A star guards both areas, let em be meatshields.
-You can either play the waiting game or hunt, which it's quicker to hunt but safer to wait and defend. A star is at north west give or take, north east (two of em, but one across the river), and south west.
« Last Edit: March 07, 2015, 04:15:13 pm by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Would like to continue this guide, it has been AGES since I've last played MCG but I would like to finish this off. I will edit if I can finish a campaign off or something similar (or even shave some missions off a few days.) I have the time now that I'm off of work for the week and I can finally relax.

Exodus #5:
-Basic kill em all mission. F3 should be lights so they can retreat to base and use base as a defense layer to kill everything. Try to salvage as much Clan tech as possible, it's so valuable!

Exodus #6:
-Use the airstrikes to blow as much of the tanks as possible, then clear them quickly. If need be, split a lance to deal with the vehicles on the left side of the base. Then move out to kill the Hellbringer and capture everything with plenty of time to spare, no dropships unlike the MCO mission.

Exodus #7:
-Simple brawl, nothing much here. Just kill em with minimal losses.

Exodus #8:
-Requires a good start with all mechs surviving with a good chunk of health. You want some jump jet mechs to scout and capture stuff, and some heavy sensored mechs to look out for clusters of enemy mechs. There are a few clusters, recommending a drop of a few airstrikes. There is also a container at the top left of the island you start on.
-After the beginning it should be relatively easy if you can drop multiple airstrikes to soften the enemies up as you get the repair bay in the main base. Then it's just a matter of cleaning up remainders.

Exodus #9:
-Difficult mission that requires escort. First clear the vehicle group up top, capture the LRM turrets as well there. Go further up a bit to clear the vehicles there as well.
-Next, use your lightest mech to trigger the mechs in the city. Try to land an airstrike there before you trigger them, or it might be very volatile there, as there are also two Bushwackers that attack from behind. Defend the APC at all costs.
-Next, send your heaviest mechs to clear the bottom lances and capture the base and sensors. You'll need them for defense on the HPG.
-Lastly, there is a lance that engages the HPG, which is up to the friendly forces and a few lightest mechs to defend that location, and then extract. Difficult mission with some micromanagement of groups involved.

Exodus #10:
-Another difficult mission.
-Start by airstriking the bunch above, and use your scouts to capture the base for repairs.
-Engage the second bunch after an airstrike or two, and beware of sneaky enemies going for the bridge.
-Clear the base from the front, use some scouts to capture side turret controls as you lead the enemies away from the base itself. It's a tough fight and always repair if needed.
-Extract.

Exodus #11:
-Bring a jump jet mech.
-Quickly kill the Von Luckner and Timber Wolf on the bottom, lure the Mad Cat into the fuel tanks.
-Then head upwards and clear the hovercraft and capture the container at the Northern edge. Revert to the middle and lure the star of Clan Lights and Mediums into the fuel tanks.
-Clear the Hunchback IICs on the top of the map with the data center.
-Clear out the Eastern bases and capture everything (resources at the northeast corner and main base, along with one side container near where the Mad Cat was killed).
-And extract.

Exodus #12:
-Move to the top of the map and run the line to the base.
-Kill the lance of mechs from the south first, using the defenders as bait. Kill the vehicle group there and move slightly West to clear another camp of vehicles.
-Wait a bit and you will see a lance attacked by the turrets you captured in the beginning.
-Kill this lance and kill the vehicle groups that follow up from below. If the mission doesn't end, go to the South edge and kill remaining mechs (Cougar in my case).

Gonna pause here for the time being.
« Last Edit: November 25, 2015, 10:44:42 pm by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
Exodus #13:
-Requires a good amount of flanking, difficult mission.
-First kill vehicles and cap the first turret wave after the station.
-Secondly, cap the second wave of turrets by flanking along the islands.
-Defend off the point and use the turrets to kill the massive wave of enemy mechs.
-Clean up the mission, carefully jump over the turrets from the North of the base, and capture the station and turret controls.
-Lastly, capture the component vault on the bottom sector in the flank area.

Exodus #14:
-Escort mission with tons of brute force.
-Follow the convoy path, don't stray too much from it. Although there are enemies that won't right away engage, you may have an ambush from behind. Send a forward hunting group to kill enemies in front as well.
-There are two Masakaris in the top left island, recommending to stay away from them. Also there is a Turkina and Container in the far right area.
-At the extraction there are more enemies there.

Exodus #15:
-Escort mission, destroy sensor tower and lance there first.
-After, capture the base and defend against the lance.
-There will be multiple lances of enemies going upwards, kill them all to win.

Exodus #16:
-This is the final mission.
-Kill the enemies left if the Jade Falcon's don't win (likely that they succeed).
-Clear the vehicles and repair bay at first before you kill the remaining Wolves.
-Clear the base, there is a star with a Turkina, 2 Masakaris, and a few other mechs, so be aware.
-And that's it!

Overall the missions are really well made, but MCG has it's limits and some things that MCO made work didn't quite work here (like the feeling/mood of the missions and the maps/graphics are quite old). It's still quite a good campaign though. Will continue to finish the remaining 5 campaigns which seem to have less missions necessary.
« Last Edit: November 26, 2015, 12:04:58 am by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
DSC Raid #6:
-Last mission.
-Frontal assault on the turret base in the front, swerve right to avoid minefield. Fire on ground a bit to check for additional mines.
-Make sure to bring jump jet assault/heavy mechs and capture the base. Kill all lances and repair here.
-Do all objectives but avoid the heavy artillery turret base. There are generators far far to the North but are only accessible with jump jet mechs.
-The rest should be self-explanatory, not a bad campaign with some interesting pilots and story to it.

X-Ray #6:
-A Defense mission. Immediately wake up the Firestarter and send it to the Sensor Tower.
-Clear the bridge with main force and move to the power transformer with everyone except the Firestarter J. Use the Firestarter to get rid of the Strikers and capture resources in the very bottom.
-After clearing the star, defend the bridge location from another star. Lastly, group up and extract.

X-Ray #7:
-Another defense mission.
-Put your biggest mechs in F1 and F2 your lightest. Quickly destroy the North vehicles and group at the repair truck.
-Capture the partisan farm and move quickly upwards to the base.
-Keep mechs defending the Centurion and Fuel Truck.
-Capture the base and destroy the enemies there. There will be a medium force from the Southwest and a large number of light mechs from the North. Know where and when perimeter alarms sound.
-Rest is self-explanatory, keep everything safe.

X-Ray #8:
-High speed jump jet mechs recommended.
-First capture the resource bunker.
-Quickly move to the base to the east to capture resources.
-Then move into city and capture the components there.
-Lastly capture the base completely.
« Last Edit: November 27, 2015, 12:28:53 am by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
X-Ray #9:
-Flank directly upwards, killing any tanks you find.
-Go to the base and immediately destroy the generator, jump over the wall. Don't capture the turret control or you may risk it destroying the fuel trucks, which make the mission not register objective as complete.
-Destroy all the objectives afterwards.

X-Ray #10:
-Go south to the city, killing the Uller J and any tanks nearby.
-Capture the resource warehouse.
-Go further south across the bridge, killing the Stiletto and capturing more salvage.
-Afterwards, go to the main base and kill the Cougar J and finish the mission.

X-Ray #11:
-This is exactly like the salvage run mission of Exodus, which had a big base and a partisan group in the South.
-The difference is that there isn't any dropships and the base is lightly guarded except the very main base, which just really means clear the area and capture the resources quickly, then leave.
-Usually this mission takes a bit of micromanagement and potentially let more salvage due to some of the mechs in the main base moving downwards to kill the partisans, but this time none did, so it's impossible to really fight.

X-Ray #12:
-This is again like Exodus' son father mission with a cargo truck activating the Bushwacker (Scarab). This time you get the Bushwacker, so capture everything in the two bases.
-Use your own force and Centurion to capture both turret controls. Kill any forces that come from the north.
-Extract, there may be intervention by some tanks and mediums from the right.

X-Ray #13:
-This is a hit and run mission. Use only jump capable lights and mediums.
-Quickly do all the objectives. Look for names on the objectives to find which is which. Go straight north and dodge as many turrets as possible to take minimal damage. Extract.

X-Ray #14:
-Escort the car to it's destination, then escort the truck.
-Capture the turrets carefully by jumping, after taking out the generator, capturing the components near the generator in the big training grounds, and killing defenders.
-Destroy the Shadowcat near the HPG and capture the prison and HPG in the southwest.
-The main base is heavily heavily guarded, what to do is to lure the enemies into the turrets you captured. There are plenty of longtoms and stuff. The partisans will go to their path on their own easily with no problems.
-Kill everything you can or they will follow you down. This is really worthwhile as you can really rack up salvage this mission, but if you can't extracting is always an option.
-If you make it out even with one or two lost mechs, it's still a worthwhile salvage with possible salvage of Mad Cats and other Clan tech, plus some Long Toms and stuff.

Edited to include mission 14.
« Last Edit: November 28, 2015, 06:28:36 pm by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
X-Ray #15:
-You get Dragon in a Loki A after this mission.
-Capture resources on both sides of the map.
-Clear the base and kill all Savannahs.
-Capture resources and destroy objectives, then run to extraction as there is a light star after you.

X-Ray #16:
-You get Burnout in a Jagermech W after this mission.
-After you clear the city, go to the outside of the base with a little perimeter guard. Destroy the side wall and destroy the generators to clear that area.
-Do objectives 3 and 4 first which are simple as you outnumber the forces there.
-Afterwards, blow up the fuel tanks in the base. Kill all lances without turrets intervening. This should clear the mechs really quickly and should be able to secure the mission. Extract with the APC.
-There's two resources on a small island and these can be captured with jump capable mechs.

X-Ray #17:
-This is another Exodus mission, including Hitman in a Hunchback in the mission. You destroy factories.
-Firstly take out Ward's Mad Cat and the Hunchback.
-Next capture the middle starport base. This will activate the forces. Kill the star of mechs that come out of the base, focus Turkina first.
-Capture the supplies with a jump capable mech and destroy the vehicle convoy. Careful of Shreks and Alacorns.
-Kill off anybody left and destroy factories, salvaging the repair truck along as well.

X-Ray #18:
-Simple mission, capture the turret control right away and clear the base. Kill surrounding vehicles.
-Defend the base and generator after capturing all structures. There will be flanking forces from the right side trying to take out the generator, so defend it.
-Clear any survivors from the front as well.

X-Ray #19:
-You get Countess as well in this mission. Immediately move to her position.
-Go to the north base. Capture the turret control asap and clear the base. Finish the objective.

X-Ray #20:
-There are two parts to this mission. First part is self-explanatory, bring full forces into the mission and kill all that they have.
-Secondly, use the Condor to bait around the aerospace vehicles to blow themselves up. Then capture the barracks.
-Lastly, use Outlaw in the Shadow Cat and Blaze in the Mad Cat to kill the Masakari and Uller.

X-Ray #21:
-Firstly move into the outpost set up by friendlies. Defend the mechs there.
-Next, move upwards to clear the little resource facility there. Go to the middle to clear there too.
-Move into the base. Simply wipe everyone out there. Capture all salvage and turret controls. There may be one or two remaining guards around the base resources in the corners.
-Extract, bring the repair truck too.

X-Ray #22:
-Seems like another mission of Exodus, this time to ambush a binary of Clan mechs.
-First use jump capable mechs to capture turret controls of the base to the North.
-Clear the base and capture supplies and repair.
-Search for the binary, which most mechs are lights and mediums along with a few vehicles. Kill the ammo truck, it counts as an enemy!
-Extract, similar to the Exodus mission in strategy.

X-Ray #23:
-This is a big one, you'll be returning to a past map...
-The way to do this is to approach from the bottom up, go to the East island and the south training grounds. Clear the area and watch for a Long Tom Masakari there, destroy all generators.
-Kill all forces in the main base, shouldn't be too hard with the airstrikes to soften em up.
-You will be invaded as you complete the objectives. Repair your mechs then blow the repair bays using force attack.
-Defend against the waves of enemies. The last Masakari comes from the top right.
-Extract after clearing all Masakaris.
« Last Edit: November 29, 2015, 11:16:09 pm by luxebo »

 

Offline luxebo

  • 25
Re: Continuous review of MCG campaigns (as many missions as I can get to).
X-Ray #24:
-Defense mission. The best defense is a good offense.
-Clear any enemies seen right away.
-Move to the northwest corner. Immediately push into that corner and kill everything there.
-Move to the south bottom. Do the same. This should be all enemies, but the rest is waiting game.

X-Ray #25:
-Destroy their components after clearing the area.
-Keep clear of mines. Go to the second objective and ignore the turrets, the power generator is down. Kill the enemies there.
-Clear the last objective carefully, since it's explosive. Kill the Masakari and it's friends and extract.

X-Ray #26:
-This is a strange mission which sent my jump capable mech to the other side of the river. However, my rest of my mechs were trapped in the island itself. I completed through capturing and jumping around, abusing a repair bay constantly to secure the win. There are many heavy mechs here but this mission confused me heavily.
-That being said, it's the last mission so it doesn't really matter what you do here, just finish it off.

The campaign, although had difficult and long missions, was extremely fun and had a new twist into the missions. I liked it, but some order could've been switched, along with some Exodus missions in the campaign strangely. Overall was good. Will wrap up Turncoat, Bengal Lancers, and Xenocide later on.
« Last Edit: November 30, 2015, 12:27:39 am by luxebo »