overview plot characters pilots mechs vehicles buildings other

pilots, ranks, skills, and medals

pilots

there are 26 pilots in total, with one (rooster) returning from the original mechcommander.

pilot joins in mission starting rank starting skills
meat start regular medium autocannons
twitch start regular lasers
palerider start regular sensors
hacksaw start regular toughness
worm start regular sensors
flash start green none
longshot start green none
shadow start green none
dagger start green none
cobra start green none
hammer start green none
creep start green none
chopper start green none
psycho start green none
jinx start green none
steel 5 - night ops: liao raid regular toughness
claymore 8 - combat rescue: claymore regular toughness
nuke 13 - remote assault: eclipsed regular SRMs
payback 13 - remote assault: eclipsed regular light autocannons
wicked 18 - defensive counter: bannikburg veteran lasers, LRMs
venom 18 - defensive counter: bannikburg veteran ER lasers, scouting
bubba 18 - defensive counter: bannikburg veteran medium autocannons, medium mechs
scooter 18 - defensive counter: bannikburg veteran sensors, jump jets
ghost 20 - combat recovery: dropship elite sensors, jump jets, long range
rooster 20 - combat recovery: dropship elite toughness, LRMs, PPCs
mother 20 - combat recovery: dropship elite lasers, medium mechs, heavy autocannons

my favourite pilots are twitch, flash, longshot, meat, steel, claymore, and shadow, and some other ones i like are dagger, jinx, palerider, payback, and nuke. your pilots can win medals during missions, as well as get specialty skills when they get promoted to a higher rank.

overall, i enjoy the personalities and lines of the pilots, and especially my favourite pilots (although i would prefer that one of them wasn't called the P-slur). i really enjoyed that mechcommander 1 had short (like 1 or 2 sentences) pilot descriptions as well as their stats, but MC2 doesn't have this so you don't really know anything about the pilots, however some have a bit of backstory:

  • steel: a civilian spy who was sent into liao territory by colonel renard. he was a mechwarrior about 20 years before the game's timeframe. according to his in-game lines, he is hoping to retire soon.
  • claymore: the sole survivor of steiner's task force sig-9, which had been en-route to destroy a bandit airfield.
  • nuke and payback: captured clan bondsmen working for davion, who become your bondsmen after you defeat them on carver V's moon. from their lines, they both imply/say that they are both trueborns.
  • wicked, venom, and bubba: veterans who join the mercenaries after the liberation of bannikburg from steiner and liao.
  • rooster: he served in the first davion guards on port arthur and cermak against clan smoke jaguar in 3059, during the events of mechcommander 1 and its expansion. according to his MC1 pilot profile, he was "born and raised on a backwater world of the lyran commonwealth. rooster can steer a mech through the toughest terrain." he ended up with the mercenaries after the dropship he was in was shot down by house liao.
  • ghost and mother: davion pilots who were in the same dropship as rooster when it got gunned down.

ranks

there are 5 ranks a pilot can be: green, regular, veteran, elite, or ace. these are determined by their rating in these two skills:

piloting
gunnery

each pilot can have a rating of up to 80 for each.

rank rating
green 40s
regular 50s
veteran 60s
elite 70s
ace 80

although these ratings aren't exact, and your pilot will probably have a higher rating in one skill than the other (for example, i currently have longshot who is veteran, even though her gunnery is ace and her piloting is regular).

specialty skills

regular skills

light mech specialist ability to avoid and evade a great amount of enemy weapons fire when piloting a light mech
laser specialist ability to fire the laser, large laser, heavy laser, and heavy large laser with high acuracy
light autocannon specialist ability to fire all light autocannons with high acuracy
medium autocannon specialist ability to fire all medium autocannons with high acuracy
SRM specialist ability to fire all short range missiles with high acuracy
small arms specialist ability to fire all machine guns and flamers with high acuracy
sensor specialist ability to discern additonal information from sensor readouts. level of information increases with pilot's rank
toughness specialist ability to withstand personal injury that would typically kill a normal pilot

veteran skills

medium mech specialist ability to avoid and evade a great amount of enemy weapons fire when piloting a medium mech
pulse laser specialist ability to fire pulser lasers and large pulse lasers with high acuracy
ER laser specialist ability to fire ER lasers and ER large lasers with high acuracy
LRM specialist ability to fire all long range missiles with high acuracy
scouting specialist ability to spot enemies beyong normal line of sight
jump jet specialist ability to control jump jets, enabling longer jump distances

elite skills

heavy mech specialist ability to avoid and evade a great amount of enemy weapons fire when piloting a heavy mech
PPC specialist ability to fire all particle projection cannons with high acuracy
heavy autocannon specialist ability to fire all heavy autocannons with high acuracy
short range specialist ability to accurately target enemies within short range. any target within 60 meters is easier to hit
medium range specialist ability to accurately target enemies at medium range. any target within 30 - 120 meters is easier to hit
long range specialist ability to accurately target enemies at long range. any target further than 60 meters is easier to hit

ace skills

assault mech specialist ability to avoid and evade a great amount of enemy weapons fire when piloting an assault mech
gauss specialist ability to fire all gauss rifles and light gauss rifles with high accuracy
sharpshooter specialist ability to target specific body parts on enemy mechs with higher accuracy than normal

personally i preferred it in mechcommander 1, when jumping and sensors were stats you could advance like gunnery and piloting, instead of how they've made them into special skills here. i suppose the sensors in mechcommander 2 are more advanced then in MC1, since the sensors in MC1 just old you if there was an enemy who had sensors or not (which usually was a mech, but also the occasional swiftwind scout vehicle). the sensors would also register burning trees, buildings, etc as enemies too. in MC1 all the mechs had sensors (some of which were more advanced than others), but only a few mechs have them in MC2 (the uller, anubis, razorback, raven, sha yu, men shen, and cyclops). in MC2 pilots without the sensor skill can still use a mech with sensors, but if they have the skill they can also detect if the enemy is a mech or vehicle (at regular), what weight class it is (veteran), and what specific type of mech/vehicle it is (elite).

personally i like to try and give pilots specialties that match their names where i can. for example, i usually make shadow my sensors person since her name sounds stealthy. i usually give her sensors, scouting, and then medium mech since she usually ends up in the men shen for most of the game. if she reaches ace, then i usually give her toughness (even though it's a regular skill) since the men shen is fairly lightly armed compared to the other mechs i usually use, so this skill helps her to get less injured and to stay alive.longshot i usually give light autocanons (or toughness, but light ACs are a long range weapon so it fits better), LRMs, and longe range. and dagger has SRMs, small arms, and short range.

my other tactic for picking pilot specialties is to pick specialties that work with a specific mech modification. in my recent playthrough, i modified a starslayer for twitch to have just lasers/heavy lasers (since he starts as a laser specialist), then later i made him a jump jet specialist (since the starslayer has jump jets) to use his ability to jump extra further to help capture bases. then i gave him the PPC skill, since i had captured the lao hu (also jump capable), and outfitted it with lasers and clan ER PPCs. when he got to ace i gave him the sharpshooter skill, which has allowed me to salvage many mechs, since the skill allows him to target a mech's head so the mech's body takes less damage and is less likely to blow up. meat has medium autocannons, jump jets, and heavy mechs, and he's currently piloting the thor, which is jump capable and has been modified with a clan ultra medium autocannon, instead of the heavy one it came with.

medals

campaign 1

campaign 1 ribbon for participation in campaign 1
campaign 1 honour ribbon for participation in all missions in campaign 1
steiner alliance star for uncommon bravery and honour (only pilots who go on the mission "breach: bandit headquarters" will get this)

campaign 2

campaign 2 ribbon for participation in campaign 2
campaign 2 honour ribbon for participation in all missions in campaign 2
liao sunburst of gallantry for heroism under fire (only pilots who go on the mission "remote assault: eclipsed" will get this)

campaign 3

campaign 3 ribbon for participation in campaign 3
davion sunburst medal for exceptional duty, devotion, and sacrifice (only pilots who go on the mission "baxter's gambit" will get this)

there is no medal for participation in all missions in campaign 3, since the game cuts immediately to the ending cutscene, rather than the usual medal awards screen.

other

valour for killing 3 or more mechs during a mission
uncommon valour for killing 7 or more mechs during a mission
purple heart for being wounded in battle