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"MechWarrior 2 is a vehicle simulation game" begins the Wiki article on this blockbusting 1995 DOS title from Activision. Said vehicles are tons-weighing-and-tons-bench-pressing big dick "BattleMech" bipeds refittable in sundry ways from mission to mission, which are fought for one of two selectable factions and range from intelligent sophisticated intelligence to dumb savage mayhem. Despite the gameplay narrowing down from the first game to just the battlefield beatings and busywork, the bottom line took no beating whatsoever, with half a million copies profitably propagated in the first 3 months alone.

MechWarrior2   MechWarrior2

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Campaign: Wolf: 0:29:40

Level Time Date Player(s)
Mechwarrior 2 Clan Wolf Campaign
Pyre Light 0:00:56 2022-05-15 'PROX'
Flame Tongue 0:01:07 2022-05-15 'PROX'
Blade Splint 0:01:13 2022-05-15 'PROX'
Temper Edge 0:10:02 2022-05-15 'PROX'
Trial of Position #1 0:00:30 2022-05-15 'PROX'
Sable Flame 0:01:33 2022-05-15 'PROX'
Burning Chrome 0:00:40 2022-05-15 'PROX'
Scorching Sand 0:02:43 2022-05-15 'PROX'
Trial of Position #2 0:00:13 2022-05-15 'PROX'
Silver Staff 0:00:34 2022-05-15 'PROX'
Aquiline Fire 0:01:10 2022-05-15 'PROX'
Trial of Position #3 0:01:06 2022-05-15 'PROX'
Cold Crescent 0:01:05 2022-05-15 'PROX'
Velvet Hammer 0:04:17 2022-05-15 'PROX'
Golden Spade 0:01:03 2022-05-15 'PROX'
Trial of Position #4 0:01:28 2022-05-15 'PROX'

Author's comments:

I decided not to do a full run for Wolf Campaign yet, so I decided to post some ILs instead.

These were all done on Medium difficulty as per Speedrun.com's rules for the category.

    *Techniques*

Shutdown Slide: Jetting in a specific direction until the player reaches a certain speed, then shuts down. This glitch allows the player to recharge their fuel while jetting in a specific direction while maintaining speed. The player is also immune to collision of any kind in this state, so the player can literally slide up a mountain or just phase right through it depending on how the map is designed. The drawback to using this is that when the player starts up, there is rng involved as to when the mech will finish powering up. Sometimes it’s quick, and sometimes it’s slow.

Jump Jet Tapping: Allows the player to jet even after the fuel depletes by rapidly tapping the jet key. This allows the player to fly forever so long as he or she maintains that rhythm. The downside is that the jets won’t recharge at all while this is done, so it’s best to use when you’re about to reach the area you’re heading towards. Generally this is done as a final glide to wherever it is that you want to go.

Overburning Before Shut Down: The player is able to shoot as long as he or she wants before shutting down without overheating. The only time your mech will overheat is if you've already overridden the shut down. This is very useful for Trial Missions.

    *Wolf Runs* (All mechs are shown before the mission starts)

Pyre Light: Current world record. I jetted towards the chemical plant while staying close to the mountain to save time. I switched to wireframe mode so I could see the chemical plant better. Afterwards, I got great alignment while inspecting the firebase wreckage and heading toward the dustoff zone.

Flame Tongue: Current world record. Jetted toward the pumping station, destroyed it pretty quickly. Managed to avoid all the mechs while heading to the hardened HQ. They can be annoying to deal with sometimes. Startup rng was great during the hardened HQ approach. I made great time heading back to the dustoff.

Blade Splint: Current world record. I had to strip my firemoth of all its armor to get the engine I wanted for this. I could have added an extra jet while removing a small laser, but then the power converter would take longer to destroy anyways, so the potential time save would be nullified. I had to keep my distance from the Power Converter because if I got too close to the explosion, it would kill me without armor.

Temper Edge:  Best Possible Time. This mission is an autoscroller that requires you to wait for the Tarantula to repair itself and then wait an additional minute for the dropship to show up.

Trial 1: Current world record. I LRM the first firemoth and try and headshoot the second one as quickly as possible. It's challenging to get right sometimes.

Sable Flame: Current world record. I destroy the first 3 mechs without accidentally destroying the dome due to weird hit detection shenanigans. I send my starmate after the approaching Hellbringer as I head toward the shut down mechs near the dropship. I destroy them and take out the Mad Dog while my starmate destroys the last Hellbringer. I end up saving time without worrying about the last mech.

Burning Chrome: Current world record. I got really good startup rng after the shutdown sliding, the solar panels went down pretty quickly which was nice because they're usually kind of stubborn.

Scorching Sand: Current world record. Trying to hit all the turrets was a huge pain. I got really lucky with that turret on the other side of the mountain while DFAing the vehicle. The level requires some waiting, but it's nowhere near as bad as Temper Edge.

Trial 2: Current world record. I quickly target both jenners and fire a volley of LRM 20s at each of them.

Silver Staff: Current world record. I recently got this after numerous attempts of getting 0:35. This record is tied between 3 people now, though I used a different method to maintain my jetting speed while autocannoning both objectives. The airbase is annoying to deal with because the planes have weird hit detections.

Aquiline Fire: Current world record. I used the same build in this one as I did for Cold Crescent. The trick is to inspect the dropship as soon as possible and then destroy it after the data transfer is done. Inspecting it in time can be tricky due to startup rng.

Trial 3: Current world record. I got really lucky with the mech positioning.

Cold Crescent: Current world record. This time was really hard to get due to startup rng. I switched to wireframe so I could see everything better and accurately time my shut downs, I then jet backwards back to the dropship.

Velvet Hammer: Current world record. I ended up finding out that I could push the hoverlimo to save some time in an otherwise total autoscrolling level. The collision detection is jank which is why I slid off so many times. It is possible to perfectly align yourself, but the chances of that happening are pretty rare.

Golden Spade: Current world record. I used to use a stormcrow for this mission to get 1:06, but I decided to try out a Jenner even though I didn't think it would work because the mechs shoot at you a lot in this mission. I have my starmates destroy the turrets while I destroy the roadblock, then I destroy the shield generator while really hoping that one of my starmates don't die, or engage one of the Warhawks on its own (which only seems to happen in this mission for some reason.) I then quickly jet back, inspect the palace, and order both starmates to destroy it. The palace consists of 3 different pieces, and the only piece that counts is the one in the middle. With how Q targetting works in this game, it's easy to select the wrong piece of the palace by mistake and the objective won't count. I also needed enough jet fuel to make it back to the dustoff zone at maximum speed. 1:03 was a nightmare to get. I managed to get 1:04 for the majority of the attempts.

Trial 4: Current world record. The alignment and the hit detection worked flawlessly in this mission. The Warhammer went down super fast, and the Warhawk stood square towards me which made legging it really quick and easy.

I don't recommend running the titanium version of the game because the heat mechanic doesn't work. These runs were done on DOSbox emulation with a fixed number of cycles for jump jet recharge. The optimal cycle settings will be different for everyone depending on their computer.

Campaign: Jade Falcon: 0:27:52

Level Time Date Player(s)
Mechwarrior 2 Jade Falcon Campaign
Silent Thunder 0:00:54 2022-04-03 'PROX'
Arkham Bridge 0:01:48 2022-04-03 'PROX'
Mirror Cage 0:00:42 2022-04-03 'PROX'
Bone Machine 0:01:35 2022-04-03 'PROX'
Trial 1 0:00:52 2022-04-03 'PROX'
Bouk Obelisk 0:01:55 2022-04-03 'PROX'
Umber Wall 0:08:07 2022-04-03 'PROX'
Rogue Chariot 0:01:00 2022-04-03 'PROX'
Trial 2 0:00:50 2022-04-03 'PROX'
Plum Wine 0:00:40 2022-04-03 'PROX'
Rust Heart 0:01:15 2022-04-03 'PROX'
Trial 3 0:00:54 2022-04-03 'PROX'
Armor Veil 0:03:14 2022-04-03 'PROX'
Iron Piston 0:01:45 2022-04-03 'PROX'
Bronze Anvil 0:01:29 2022-04-03 'PROX'
Trial 4 0:00:52 2022-04-03 'PROX'

Author's comments:

I decided not to incorporate a full run yet, but the individual levels that were done were optimized over the span of a year.

These were all done on Medium difficulty as per Speedrun.com's rules for the category.

    *Techniques*

Shutdown Slide: Jetting in a specific direction until the player reaches a certain speed, then shuts down. This glitch allows the player to recharge their fuel while jetting in a specific direction while maintaining speed. The player is also immune to collision of any kind in this state, so the player can literally slide up a mountain or just phase right through it depending on how the map is designed. The drawback to using this is that when the player starts up, there is rng involved as to when the mech will finish powering up. Sometimes it’s quick, and sometimes it’s slow.

Jump Jet Tapping: Allows the player to jet even after the fuel depletes by rapidly tapping the jet key. This allows the player to fly forever so long as he or she maintains that rhythm. The downside is that the jets won’t recharge at all while this is done, so it’s best to use when you’re about to reach the area you’re heading towards. Generally this is done as a final glide to wherever it is that you want to go.

Overburning Before Shut Down: The player is able to shoot as long as he or she wants before shutting down without overheating. The only time your mech will shut down is if you've already overridden the shut down. This is very useful for Jade Falcon Trials 2 and 4.

    *Jade Falcon Runs* (All mechs are shown before the mission starts)

Silent Thunder: Not the world record, but only 1 second slower. This mission is one of the more annoying missions to run. The HPG Uplink can be fickle sometimes, and the Communications Array can be stubborn sometimes too. Overall, this is my personal best as of now.

Arkham Bridge: Current world record. I have to head over to the nav point at the beginning rather than scale the entire mountain because the mission won't succeed unless I hit it. Trying to get the stormcrow and the final kitfox wave to work properly was a nightmare due to how much rng those mechs have. Thankfully everything ended up working out

Mirror Cage: Current world record. I absolutely abhor this mission. The dropship is easily the worst thing about this campaign. It has the worst hit detection ever, so trying to destroy it in time is a huge chore. In the full run, I tend to use a slower engine just for the sake of consistency, but for IL, I use the optimal engine with the UAC10.

Bone Machine: Current world record. This mission is weird. I had to jet straight forward instead of directly toward the hellbringer. The reason for this is because the nova and stormcrow wave power up immediately if I just move straight ahead out of the firebase, but they power up later if I leave at an angle toward the enemy mech. No one in the speedrunning community knows why this is a thing, but it is. I had to save jet fuel to jet up to the dropship, destroy the mechs, and jet back to the firebase to save as much time as I could for the fastest results

Trial 1: Current world record. Just empty out all your lasers, and take out the hellbringer. I was hoping for a quick headshot to take it out while grinding for the time, but no such luck unfortunately. F12 is needed to get the correct time on this mission.

Bouk Obelisk: Current world record. This mission is very rng heavy with your ally basically doing whatever it wants. After destroying the first couple of waves at Nav Upsilon, the ally starts to move back toward the base. The problem is that it never ends up at the same place once the skirmish ends. To midigate this as much as possible, I jet slide toward the ally and push it while shutting down. I can save a few seconds, but it's easy to slide off the mech while ramming it. The ally could explode during the process as well which will cause the mission to fail, so it's a risky maneuver in a full run. I take out the final wave before returning to the base to try and beat my ally to it. For some reason, this mission doesn't end right away once everything is completed. You have to wait a few seconds before the mission succeeds. F12 is needed to get the proper time displayed in this mission
 
Umber Wall: Current world record, but that isn't saying much considering that this mission is basically an autoscroller that lasts for a good 8 min, 7 seconds. DFAing the Dire Wolf is always fun though. The aircrafts are also harmless to the hovertrain; in fact, after a while they end up killing themselves anyway which is pretty funny to watch.

Rogue Chariot: Current world record. I jet toward the nav point, starting back up when I can to gain additional speed. I reach the Reactor, and jet backwards back to the starting point.

Trial 2: Not the world record, but only 1 second slower. Best I could do was get 0:50. The world record was really lucky on the headshot. F12 is needed to view the correct time.

Plum Wine: Current world record. This took some time to get. I had to put all my lasers on one torso side because I needed to make sure all the lasers hit the vehicles consistently. The hit detection isn't the greatest, so this was the best option. I also had to increase the engine and strip my firemoth of all armor which leaves me with a single leg. Fortunately, I only need one leg to do this.

Rust Heart: Current world record. I was originally tied with someone else until I came up with the strat of stripping my mech of all armor, and adding an extra machine gun to take the mechs out faster without sacrificing engine speed. It worked out well.

Trial 3: Current world record. I unloaded everything onto the Summoner's head. I got a really nice headshot and saved a considerable amount of time doing so. F12 is needed to view the correct time.

Armor Veil: Current world record. Starmates are needed in this mission for optimization. I made sure to equip both of them with a bunch of LRM 10s on them so they could take the mechs out as quickly as possible. I jet towards the first Hellbringer and Mad Dog, take them out, take out the second Hellbringer and target the Mad Dog, but jet away from it so my starmates can attack it once they're done with the first mech wave. I jet toward the Summoner and Rifleman. The Summoner goes down first and the Rifleman gets backstabbed. I then take out the final Stormcrow and Nova while my starmates destroy the Mad Dog. I jet slide back to the nav point.

Iron Piston: Current world record. This mission is a pain to run due to the amount of rng in it. Every mech needed to cooperate with their movement, and I needed to make sure that I had enough ammo for the final kitfox. I had to approach the first firemoth a bit slowly because the firemoth will back up out of my weapon range if I approach it too quickly. A Jenner is risky in a full run, so a Stormcrow is recommended, but for IL, use a Jenner.

Bronze Anvil: Current world record. Hoooo boy, this mission will really try anyone's patience in IL. The optimal mech requires more of an investment in back armor instead of front armor because you get shot in the back a lot while you inspect and destroy the vehicles. I let my starmates destroy Dwilt Radick's Dire Wolf and the Battlemaster (A hidden objective in the mission. If you don't destroy it, your mission won't succeed) after I inspect it (The Dire Wolf), I try and take out the gauss rifles on the tanks because they can snipe me while I head toward the dustoff site. They also can snipe me in midair due to my low front armor. I do have another build with more armor for full runs, but I needed to use a slower engine as a result. I ignore the last staff vehicle and jet towards the dustoff site while I order my starmates to destroy it once they're done with both mechs.

Trial 4: Current world record. I shoot the Marauder's legs as quick as I can before my mech shuts down to prevent overheating.

I don't recommend running the titanium version of the game because the heat mechanic doesn't work. These runs were done on DOSbox emulation with a fixed number of cycles for jump jet recharge. The optimal cycle settings will be different for everyone depending on their computer.

Return to the Game List, the FAQ, or the Home Page.