Mechwarrior 3

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Overview

MechWarrior 3 was the first MechWarrior game developed by Zipper Interactive. It featured an all new 3D accelerated graphics engine. The game contained over 20 missions, with access to 18 different 'Mechs.

Campaign

No Caption Provided

The story opens with a briefing of the Inner Sphere commander’s daring plan to eliminate the most hostile and vicious clan in the Inner Sphere: Clan Smoke Jaguar. The mission, codenamed Damocles, is to attack key Smoke Jaguar installations on the planet Tranquil, including a 'Mech Factory, a starport and a geothermal power plant, and to eliminate Smoke Jaguar forces and leadership on planet.

Two dropships are deployed to release the multi-lance BattleMech force to destroy these installations. However, while in orbit above Tranquil, a dropship is attacked by massive naval laser fire. The Blackhammer is shot down and the remaining dropship, The Eclipse, retreats to safety. The player (referred to only as “lance leader”) had already been deployed from the Blackhammer slightly off target before it was shot down. The Mobile Field Bases, that had been deployed with the player, land on target and the player meets up with them quickly.

It is quickly apparent that the original plan is no longer viable: less than half of the 'Mechs are deployed, with the rest either shot down during the drop or still on-board the Eclipse. Despite this setback, the player must continue with his objectives, and hope to link up with those forces that survived, and eventually, secure a landing zone so the dropship can return to evacuate them. 

'Mechs of Mechwarrior 3

Bushwacker
 Throughout the campaign you are able to command 18 different mechs: 

  • Annihilator: The Annihilator is a formidable, heavily armoured, short- to medium-range powerhouse. One noted weakness is that many of its various configurations rely too heavily on ammunition-based weapons, thereby making them harder to support in the field. Like an aircraft carrier or battleship, these large assault mechs require smaller mechs (destroyers) to protect their vulnerable backs while they unleash massive attacks against enemy units.
  • Avatar: Heavily armed and armoured, the new OmniMech can stand toe to toe with many Clan and most Inner Sphere designs of similar size.
  • Blackhawk: The Black Hawk is capable of many tasks, but excels at none. Though versatile, powerful and manoeuvrable, the Black Hawk cannot match the power of heavier 'Mechs or the manoeuvrability of lighter Mechs. Its lack of torso twist capability and extremely sluggish turn rate make it easy prey for faster, more agile mechs.
  • Bushwacker: The Bushwacker has good agility and armour protection for a mech it's size, it is to be respected when encountered on the battlefield.
  • Cauldron-Born: Opponents named it after the unstoppable zombies of Irish myth, because of its ability to sustain massive damage and still remain operational.
  • Champion: The Champion's main assets are its speed and weapons payload - despite being as fast as many medium 'Mechs, the Champion mounts an impressive weapons selection.
    Cauldron-Born
  • Daishi: No 'Mech is bigger or deadlier. Though the left shoulder mount augments the firepower, it is the bundles of lasers, autocannon and other arm pod weapons that make the Daishi most fearsome.  
  • Firefly: a scout 'Mech, utilizing its fair speed and jump capability to discover enemies and provide targeting information for artillery. As a recon design, the Firefly carries few weapons, though it has enough to protect itself if discovered performing its mission.
  • Madcat: Capable of laying down a punishing barrage of weapons fire at any range, the Mad Cat has become all but synonymous with the Clans and their assault against the Inner Sphere. With decent agility for a mech of it's size, and the ability to carry powerful weapons, the Mad Cat is a well balanced and effective design.
  • Orion: It's poor agility makes it an inferior choice, especially in tough internet battles. Like the "Champion", the Orion find itself on the losing end in it's weight class, with the Clan "Mad Cat" being a much better option. The Orion also suffers from being ugly, and as a result it is not popular with pilots.
  • Owens: This Extremely fast Mech is a formidable recon unit, but leaves little space for weaponry; on its own, the Owens lacks combat effectiveness. Like the Firefly, the Owens can be an effective harasser mech, but is too weak in too many areas to make a very effective fighter.
  • Puma: With exceptional ferocity for a light 'Mech, this design was code-named "Puma" when first encountered in the Inner Sphere. Though fast enough for
    Daishi
    scouting missions, the Puma can stand up to many Inner Sphere medium 'Mechs.
  • Shadow Cat: Though normally a recon unit, the Shadow Cat is deadly in any capacity. High speed and jump capability, combined with speed boosting technology, make this OmniMech extremely maneuverable. In addition, it mounts extensive armor protection and quite a bit of advanced Clan weaponry, making the Shadow Cat an all-around solid design.
  • Strider: By trying to do too many things, it stretches itself too thin: the Strider is truly a jack-of-all-trades, but a master of none. With customization and a skilled pilot, however, the Strider can be transformed into a true battlefield terror. Like a mean little dog, chewing at your ankle, it goes unnoticed until your leg falls off, at which time the Strider streaks away, in search of other victims.
  • Sunder: The Sunder is probably the most effective of the Assault mechs due to it's well balanced and high performance design.
  • Supernova: Mounted on a heavily armored chassis is a blistering array of extended-range lasers, fully capable of destroying an Inner Sphere 'Mech before it can get close enough to fire its weapons.
  • Thor: The Thor's main advantages over other heavy designs are its mobility and its devastating short- and medium-range capability.
  • Vulture: Many MechWarriors have remarked at the sense of foreboding they felt upon looking up to see a Vulture perched on a ridge, firing its long-range missile racks into the battle below. Should the Vulture injure an enemy at long range, it can use its laser weapons to finish off its foe. With good speed, agility, and torso twist capability, the Vulture is a well balanced and effective mech.

Pirate's Moon

Vulture

MechWarrior 3: Pirate's Moon is the expansion pack for MechWarrior 3, with an all new storyline and 20 new missions, plus six new 'Mechs and a number of weapons. The player has the choice to play as either a pirate (attacker) or as 'Lance Leader' (defender) for the Eridani Light Horse. Unlike in the original MechWarrior 3, your character in the expansion has a voice and speaking lines. This story is essentially what happens to your character and lancemates after the events of Mechwarrior 3.

The additional Mechs are listed here :

  • Atlas
    Mad Cat
  • Awesome
  • Centurion
  • Clint IIC
  • Warhawk (Known in the Inner Sphere as Masakari)
  • Stormcrow (Known in the Inner Sphere as Ryoken)
  • Clan Elemental battle armour

Online

 In-mech view
Both MechWarrior 3’sand Pirate’s Moon’sonline play was praised for its detail and longevity, but it was also notorious for lag. Even on the best connection an opponent’s visible position on the screen did not match their real location, and players had to fire ahead of their opponents in order to make hits. Depending on latency, velocity and current weapon, players may have had to shoot up to six “mech lengths” ahead of their targets, and this distance could change during gameplay. 

 In addition, many weapons also had projectile speed to compensate for, requiring even wider shots. Skill in netplay was not just learning how to aim weapons, but how to compensate for the ever-changing lag, which made it very difficult for new players to advance. Though the games offer a wide range of weapons for use in the single-player campaign, many were thus not usable online. Distance fighting proved to be practically impossible because lag was too difficult to compensate for at great distances.
Sours: https://steam-games.org/game/10363/mechwarrior-3/

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It's Mechwarrior, Jim

MechWarrior 3 is, of course, the eagerly awaited third installment in the MechWarrior series. If you've played MechWarrior 2 and its siblings to death, and thrashed the demo until your hard-drive started smoking, you'll probably want to skip to the next section of this review.

OK, what we have here is yet another giant robot game, right? Well, not quite. You see, as any Mecha nut will tell you, there are giant robots, and then there are giant robots. Your average punter may well be puzzling over the difference between Heavy GearsStarseige 's Hercs and MechWarrior 's BattleMechs. They've all got lots of armour, modular weapons and feet don't they? What it all comes down to is the feelHeavy Gear fits snugly under the first-person-giant-robot-shooter label (anyone for genre-name overkill?)-- MechWarrior 3 definitely does not, and curiously, Starseige actually sits fairly nicely in between.

So what's different about BattleMechs (AKA 'Mechs)? Mechs are massive lumbering war machines, which crap on mere tanks from a great height, and not just because of their long legs. They can stomp buildings (and infantry when the need arises), destroy vehicles and pummel the scenery with ease. In fact, the only thing that can stop a BattleMech is, of course, another BattleMech. If heavy-handed acts of random destructive overkill is your thing, then MechWarrior 3 was made for you.

... but not as we know it.

So, how does the latest instalment in the Mechwarrior series stand up?

Well, very nicely indeed. After taking the franchise back from Activision (who, after slightly missing a beat with Heavy Gear, are back on track with Heavy Gear 2), FASA Interactive gave the task of turning out the next MechWarrior games to Zipper Interactive, whose only previous major game was Recoil (which, by the way, is a damn fine arcade tank game). Zipper aren't neophytes in the coding business though. In their previous life they worked on sims for the military... and it shows. The in-game interface is nothing short of excellent. The HUD is slick and uncluttered. Weapons can be selected and regrouped, targets acquired and your Mech piloted, all with a minimum of fuss. Even a simple keyboard/mouse combination feels unhindered and easy to use, although using a force-feedback joystick is the clear winner for preferred input device. Assigning orders to lancemates or support crews can also be carried out swiftly. Despite the fact that MechWarrior 3 is very much a sim, the necessary controls are easy to learn and the quick-reference card can safely be put away after a short time at the helm.

The scenery is also very nice to look at, with carefully modelled houses, military complexes, and even fishing boats. The planet that the campaign takes place on is somewhat barren, so you won't see much in the way of grass or trees, but there's just enough 'terrain boogers' to make the view believable. Despite that, there are nicely textured desert, wilderness, arctic and volcanic arenas to play in. Water is well drawn and nicely transparent, and appears in almost every campaign map. This has significant implications when considering strategies for taking on the enemy, as I'll explain later. One of the things that really made me wince when playing MechWarrior 2 was the way static objects blew up. The entire model, or at least large parts of it, would rotate in a graceful, Elite -ish kind of way for a few seconds, sweeping in and out of the earth it was sitting on with impunity... then disappear with a token explosion. Despite the fact that modelling the disintegration of large objects under the influence of gravity is still essentially impossible with today's processors, Zipper have greatly improved the illusion of such events in MechWarrior 3. Although there's still a certain degree of 'sinking', buildings break up into a much more convincing mess of bits and pieces; in general it's much more satisfying watching buildings crumple into the ground. The Mech models are the best I have seen in a game. Each model is animated with a realism that suggests the use of motion capture technology. Whether the Mechs are getting up, getting down or just walking along, their movement is fluid and impressive to watch. Each model has a level of detail and texturing which will make sure you never go back to a MechWarrior 2 game again.

Of course, the crucial part of any combat-sim is the weapons, and Mechwarrior 3 's got plenty. The usual assortment of lasers, autocannons and missiles are present, as well as a few toys like the Artemis IV FCS and the Anti-Missile System. The game handles each of them very well indeed. Autocannons spew shells (and cause your Mech to recoil, sometimes quite a bit), lasers cast a glow over their targets and missiles hang around in flocks, smoking and looking suspicious. Despite all this fireworks, even the lighter Mechs can take a pounding before they come down with a bad case of dead, so you'll have plenty of time to ogle the pretty graphics.

But wait, there's more!

MechWarrior 3 's multiplayer game is as fun as it might sound. Grab you Mech, throw a bunch of big weapons in, and kill your friends! If that's not enough, you can select infinite ammo and respawning for a BattleMech deathmatch. If you want a more thoughtful experience, you can team up with some others, throw in a Mobile Field Base for each team and play a much more involved tactical game. Both options are great fun.

MechWarrior 3 's campaign game is also outstanding. For a start, the entire campaign is played out on adjoining maps, giving the game a very strong sense of continuity. Enhancing that feel is the Mobile Field Base. As a commando dropped onto a hostile planet, you have no fixed base. What you do have are three (very) large vehicles, comprising the Mobile Field Base. The MFB acts as a mobile repair facility (very useful) and a storage warehouse for the salvage you choose to take with you along the way. If you leave something behind, it's gone for good, and the MFB's capacity is quite finite. If any of the MFB's get destroyed, you lose it and everything it was carrying, and you won't necessarily get a replacement for it. Some salvage is granted automatically when certain objectives are achieved, but 95% of the spare armour, weapons and Mechs you'll need to complete the game come from battlefield salvage. You get this by destroying a Mech... well, almost. You're assured lots of salvage if you take its head off. If your target loses a leg, your chances are 50/50. The only other way to remove a Mech from combat is to take out its centre torso, destroying it completely--which brings me to my only real complaints about MechWarrior 3.

... and now the bad news

It's just too easy to kill your enemies with a handful of big lasers. Although autocannons recoil, and missiles aren't direct-fire, lasers hit exactly where you aim them, every time. There's no randomness at all. If you're using the keyboard/mouse combination, and you're piloting a Mech with two or three ER Large Lasers, you can pick off the limb of your choice out to one kilometre, so long as you can see what you're shooting at. If you've got a targeting computer, even that restriction becomes moot. Unless you willingly charge in to combat, this can easily reduce a mission to a protracted bout of sniping. Adding even a touch of randomness (perhaps weighted according to the laser's nominal range) would make combat much more exciting, forcing the player to close with the enemy more often, and call in help from the all-too-often idle lancemates.

Another design flaw in the game is the implementation of the cooling bonus for standing in water. Although the board-game has rules for an slightly increased rate of cooling when your Mech is standing in water, MechWarrior 3 appears to triple the rate, regardless of how shallow the water is. This means that it's all too easy to load your Mech up with lasers, plop it in some water and blaze away, oblivious to your heat build-up. This 'feature' excessively increases the effectiveness of the larger energy weapons, whose only real penalty otherwise is their prodigious heat output.

The only other problem I had with this game actually serves to highlight these problems. Throughout the campaign, enemy Mechs remained unresponsive to being shot at. Within a certain range, they would turn around and close with you, but too often you could plink away at a Mech patrolling 950m away and it would happily walk back and forth until its leg disappeared out from under it. This reluctance to switch from 'patrol' to 'engage' took some of the shine off the campaign mode.

These flaws could easily be fixed in a patch, and if they ever get addressed, this game would be a gold medal contender for certain. Having said that, MechWarrior 3 is an otherwise flawlessly realised game, and if you've enjoyed any other mecha simulation, you'll love it--warts and all.

Review By GamesDomain

MechWarrior 3 has an addon available: MechWarrior 3: Pirate's Moon, don't miss it!

External links

Sours: https://www.myabandonware.com/game/mechwarrior-3-7pg
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MechWarrior 3

Notice icon orange.svgApocryphal Product

Although it is an official BattleTech product, the subject of this article does not meet the current criteria for Canon for the BattleTech universe.
See the article's section on Canonicity for details.

Micropose's MechWarrior 3 is a 1999 computer game set in the BattleTech universe.

Canonicity[edit]

Computer games are explicitly excluded from the list of products that contribute straight Canon to the BattleTech universe while at the same time it was stated that the IP owners are "not in total denial about these sources either"; it has also been stated that fluff from certain official, licensed products (namely certain computer games including those produced by Microprose) can be assumed to be part of the shared universe as long as it is not directly contradicted, and makes sense. On this premise, MechWarrior 3 is considered to be an apocryphal product. However, it is quite possible that this doesn't relate to Trial Under Fire, the game's novelization.

Plot synopsis[edit]

Backstory[edit]

The operations BULLDOG and SERPENT are concluded, meaning Clan Smoke Jaguar is no more. The Star League Defense Force is gathering, to finally bring the true horrors of war to the Clans themselves and teach them how war is played in the Inner Sphere. The forces are jumping to Strana Mechty to conduct the Great Refusal that will bring peace to the galaxy at last.

However, there are some remaining tasks left according the Jaguars: their last high ranking officer, Galaxy CommanderBrendon Corbett is hiding on a secluded, remote planet - named Tranquil - where he's gathering all the remaining Jaguar forces to give a nasty surprise to the Inner Sphere.

Game storyline[edit]

Two dropships are detached from the Eridani Light Horse crew named Eclipse and Black Hammer. These are to find all remaining Jaguar forces on Tranquil and put an end to this threat. This little force made up by the two ships is called Damocles Commando. Their task is to destroy all 'Mech production facilities, all ammunition and food plants and hinder any ways the planet could be used as a military base. Eliminating Jaguar forces is a bonus, but isn't necessary, since this is first of all a commando operation.

The crew of the two DropShips are assigned to two different task groups, that assume the Jaguars do not have significant forces to fight with, and that they're totally unaware of the upcoming attack.

The dropships are closing in on the planet as the Black Hammer suddenly disappears in an explosion, caused by a naval laser stationed on the planet, showing that the Jaguars may be unaware, but they are far from unprepared.

The 'Mechs that should have been deployed from the ships are scattered or destroyed so the player needs to start the game on his own, without his lancemates and any help. As the player advances through the game, the support crew that is residing in three MFBs are working well and gather the surviving 'Mechs slowly.

Missions[edit]

(Opening)

Operation 1[edit]

  • Mission 1 - Damocles One survivors Lieutenant Connor Sinclair and Corporal Thomas Sorenson, who commands the mobile field bases, land near a fishing village after deploying from the DropShip Black Hammer, shortly before it was shot down by Tranquil's SDS system. Sinclair destroys Jaguar missile emplacements and a communications facility en route to rendezvousing with the mobile field bases. Codes recovered from the communications facility allow Damocles One to break Clan encryption and listen in to their communications. (Transcript)
  • Mission 2 - Sinclair battles Star Commander Freya's Omega Star in a river valley, destroying their barracks and a heavy missile platform. Sinclair overhears Freya warning that the "south coast projects are in danger," and finds capital WarShip lasers at a construction site. Sorenson reports Damocles One's Dominic "Gunner" Paine has deployed successfully and is moving towards the rendezvous point at the Jaguar BattleMech factory. Sorenson also reports that elements of Damocles Two are attacking a hydroelectric dam, while Captain Taylor has landed the DropShip Eclipse (containing Damocles Four, Five, and Six) to the north. (Transcript)
  • Mission 3 - Sinclair and Sorenson fight their way across a bridge en route to their rendezvous with Dominic Paine, destroying Star Commander Freya. Her superior, Star Captain Furey, orders his Trinary to regroup at the "stage site" to protect "the project." Sorenson reports that Damocles Two was destroyed after taking out the hydroelectric dam, while the Eclipse forces are engaging a Trinary led by Galaxy Commander Brendon Corbett. (Transcript)
  • Mission 4 - Sinclair links up with Paine. Together, they destroy a Jaguar power plant along with hydroponic greenhouses intended to feed the arriving Jaguar forces. The Naval Laser towers which shot down Black Hammer are destroyed as well. However, the BattleMech Factory turns out to be a cardboard decoy.(Transcript)

Operation 2[edit]

  • Mission 1 - With Damocles Two and Three wiped out, Damocles One takes over their missions. Sinclar and Paine fight their way to the entrance to an underground facility in a lakebed drained by the destruction of the hydroelectric dam. An elevator on an island provides access. Sorenson reports contact with Keith Andrew from Damocles One and Epona Rhi from Damocles Three. (Transcript)
  • Mission 2 - Sinclair and Paine infiltrate Gamma Base and battle Star Commander Isaark's garrison. Damocles One destroys the living quarters and transport shuttles at Gamma Base. Star Colonel Ratache Osis orders Isaark to pull back to the chemical plant and destroy tanks of highly corrosive gas - sacrificing Isaark's lance and Gamma Base to eliminate Damocles One, but Sinclair and Paine destroy Isaark's forces before they can blow the storage tanks. (Transcript)
  • Mission 3 - Sinclair and Paine continue their rampage through Gamma Base, destroying the access elevator to the surface, and destroying a barracks and warehouse area en route to the 'Mech factory. Star Commander Dreven's forces are unable to halt their advance, and Star Colonel Ratache Osis orders him to detonate charges to bring the mountain above down on top of Damocles One. (Transcript)
  • Mission 4 - Sinclair and Paine enter the 'Mech factory through a mining facility and processing bays that provide raw material. Inside the factory, they link up with Damocles Three's Epona Rhi and destroy the facility. (Transcript)

Operation 3[edit]

  • Mission 1 - Sinclair, Paine, and Rhi enter Operation Area Three, attempting to take on objectives intended for a full company. They destroy a Clan training area's headquarters building, wiping out the cadet forces and engaging Star Captain Drake in personal combat. (Transcript)
  • Mission 2 - To proceed north towards rendezvous with the Eclipse, the Damocles Commando attacks a Smoke Jaguar fortress. They receive unexpected support from another Black Hammer survivor, Alan Mattilla. (Transcript)
  • Mission 3 - Sinclair leads his team to the crash site of the Black Hammer and defeats Clan forces under Star Commanders Sheryl and Hunter to lay claim to the salvage. They find the ship mostly stripped, with Jaguar convoys hauling it to Durghan City. (Transcript)
  • Mission 4 - Sinclair's team attacks a salvage convoy commanded by Star Captain Maya Howell. Star Colonel Ratache Osis, commander of the Jaguar's Omega Cluster, arrives in a Summoner and challenges Sinclair to fight in a Circle of Equals. Sinclair defeats Osis, but the Star Colonel escapes. Intercepted transmissions indicate that Galaxy Commander Brendon Corbett has threatened to reave Ratache Osis' bloodheritage if he fails to stop the Damocles Commando at Durgen. The team recovers target acquisition gear (TAG) equipment from the salvage convoy. (Transcript)
  • Mission 5 - Sinclair leads the Damocles Commando against the military city of Durghan, battling Ash Star, 'Mech Star, and Striker Star under Star Captains Furey and Adelmore. Fellow Damocles One member Keith Andrew destroys a heavy gate blocking the corridor to the spaceport with Arrow IV missiles, guided to their targets with the recovered TAG system. The unit is unable to make contact with Andrew afterwards, however. (Transcript)
  • Mission 6 - Sinclair leads the Damocles Commando against a fortified Clan surface-to-orbit laser emplacement near the spaceport, hoping to secure an escape vehicle there, as Captain Taylor reports the Eclipse will be unable to reach Sinclair's position. The Commando defeats Striker Star, but is then surprised by the appearance of Star Colonel Ratache Osis, who challenges the Commando members to combat in a Circle of Equals. He promises that a DropShip will be given to the Inner Sphere forces if he loses. However, after his loss, Sinclair receives a message from Galaxy Commander Brendon Corbett, who informs them he had no authority to issue a batchall, and that the promise of a DropShip will not be honored. Captain Taylor confirms that Jaguar reinforcements have arrived and are burning fast for Tranquil, forcing him to recall his search teams and then withdraw offworld. (Transcript)

Operation 4[edit]

  • Mission 1 - In a desperate attempt to reach the Eclipse before it takes off, Sinclair leads his troops towards its location at top speed. En route, the Damocles Commando destroys communications relays and attacks a train depot to seize supplies, destroying the supply train after it offloads. They engage Jaguar forces led by Star Commander Montague, Star Captain Cameron, and Star Captain Vaughn, under the overall command of Star Colonel Trace Kotare. (Transcript)
  • Mission 2 - The Damocles Commando executes a smash and run raid against a village housing dispossessed Jaguar warriors, a laser tower, and a supply depot, blowing bridges as they proceed. Star Colonel Trace Kotare threatens to slaughter his troops himself if they cannot stop the raiders. (Transcript)
  • Mission 3 - Sorenson reports that the lead elements of Damocles Four, Five, and Six have already reached the Eclipse. Sinclair and his unit press on, seizing supplies from Phoenix Base, a large Jaguar logistics center. The Damocles Commando defeats the Phoenix Defense units, commanded by Star Colonel Trace Kotare, and spot Galaxy Commander Corbett's personal shuttle on a landing pad in a volcanic caldera. Captain Taylor informs them that all surviving teams from the Eclipse have returned, and that he will be able to pick Sinclair's team up if it can get to the Eclipse with the shuttle. (Transcript)
  • Mission 4 - To reach the shuttle pad, the Damocles Commando must overcome the heavily fortified Glacial Ridge base. In the middle of a storm, they breach its walls and cut power to its weapon systems. Star Captain Forrest abandons the base, against Galaxy Commander Corbett's direct orders. (Transcript)
  • Mission 5 - Lt. Connor Sinclair enters a geothermal energy facility alone to activate an elevator that will grant the Commando access to the shuttle pad, defeating Jaguar Elementals and light 'Mechs. (Transcript)
  • Mission 6 - Galaxy Commander Brendon Corbett challenges the Commando to fight his Star in a Circle of Equals in the caldera. During the fight, Sorenson discovers that the shuttle is wired with explosives, but manages to defuse it. Sinclair and his lancemates destroy Corbett's force and, abandoning their 'Mechs, take the shuttle to rendezvous with the Eclipse in low orbit. (Transcript)

Named Characters[edit]

Smoke Jaguars

  • Galaxy Commander Brendon Corbett
  • Star Colonel Trace Kotare
  • Star Colonel Ratache Osis
  • Star Captain Adelmore
  • Star Captain Cameron
  • Star Captain Drake
  • Star Captain Forrest
  • Star Captain Hasaan Furey
  • Star Captain Maya Howell
  • Star Captain Vaughn
  • Star Commander Dreven
  • Star Commander Freya
  • Star Commander Hunter
  • Star Commander Isaark
  • Star Commander Montague
  • Star Commander Sheryl

Damocles Commando

DropShip Eclipse

Damocles One

Damocles Three

  • Epona Rhi
  • Alan Mattilla
  • Shawna (did not make it out of the Black Hammer)
  • Carlos (did not make it out of the Black Hammer)

MechWarrior 3: Pirate's Moon Expansion Pack[edit]

Backstory[edit]

After the elimination of the last known Jaguars on Tranquil, Sinclair is been promoted to colonel, and reassigned to a remote mining colony: Veil. There's nothing on the planet but one thing: germanium. This mineral is vital to the Inner Sphere, and there are numerous mining facilities scattered on the planet, some handled by the Lyran Alliance, some by the Davions, and some by the Rim Collective. Everything is fine until some bases report cumulative pirate attacks, so Colonel Sinclair is assigned to the task: eliminate all pirate activity.

Game storyline[edit]

The player can select two different campaigns: The Eridani Light Horse that tries to purge the pirates from Veil, or the pirates that try to acquire rule over the planet and, more importantly, over the germanium. The Eridani Light Horse campaign is a coherent line that points to the last battle with three pirate bases simultaneously, but the pirate missions are separate ones that relate only loosely with each other. After both party is finished, the player gets a bonus mission, for fun, where he can meet Susie 'One Eye' Ryan face to face.

Missions[edit]

Damocles Commando Campaign[edit]

Following their return to the Inner Sphere and some R&R, Lt. Connor Sinclair, Epona Rhi, Dominic "Gunner" Paine, and Allen Mattilla are assigned to provide security for germanium mining operations at the Madre crater on the Periphery mining outpost of Veil, which is being jointly exploited by the Veil Mining Coalition, an alliance of crews from the Federated Suns, Lyran Alliance, and Rim Collection (referred to throughout as the Rim Collective). Sinclair's lance is based at Corona Base, which is manned by personnel loyal to Victor Steiner-Davion.

  • Mission 1 - While Dominic and Allen scout the road to Madre, Connor and Epona respond to distress calls from the Rim Collection's Pelican Base and the germanium transport DropShip Archon's Pride. In the aftermath of the raids, the Katrina and Victor-loyalists both order Connor's lance to protect their main bases of operations, and the pro-Victor miners at Corona Base worry that their germanium will be appropriated by the Lyrans en route to the Federated Suns. (Transcript)
  • Mission 2 - Connor and Epona launch a sortie across a deep canyon into the uncharted region where the raiders, now identified as the New Belt Pirates, have set up a staging area. They destroy a communications array and return to Corona. As they return, they receive a warning from Susie "One Eye" Ryan to expect repercussions. Back at Corona, Connor ponders the significance of Susie Ryan commanding this operation alone, without her co-leader Morgan Fletcher. (Transcript)
  • Mission 3 - Sinclair and Epona respond to a New Belt Pirate attack on a Rim Collection mining camp, while Dominic Paine reinforces Portal, the base controlling access to the Madre crater. The Damocles Commando defeats the raiders and destroys the base the pirates used to stage the attack, but the mining camp was destroyed leaving only a few survivors. Afterwards, they receive news that Dominic Paine was captured by the pirates before he reached Portal. The Rim Collection faction on Veil openly supports an alliance with the Federated Suns for mutual defense. (Transcript)
  • Mission 4 - Connnor and Epona respond to an attack on a germanium convoy, but arrive too late to prevent the pirates from killing its escort, an Avatar pilot with the callsign "Werewolf". They drive off several waves of attackers and escort the convoy to the DropShip. Afterwards, Connor worries about the implications of the pirate 'Mechs having experimental technology like X-Pulse lasers. (Transcript)
  • Mission 5 - Sinclair, Rhi, and Mattilla launch an attack on the New Belt Pirate base, hoping to destroy the garrison, the power plant, and the command center. Sinclair hopes to Paine at the base, or at least information that will lead to his location. Information recovered from the command center indicates the pirates are stationed at small outlying camps, but have no data about Dominic Paine. (Transcript)
  • Mission 6 - Sinclair's force successfully pursues two pirate germanium convoys that fled the base before the Damocles Commando attack towards an abandoned Rim Collection landing site on the other side of Desolation Ridge. (Transcript)
  • Mission 7 - Sinclair pursues Susie "One Eye" Ryan, while Rim Collection forces join with the AFFS garrison to secure Portal amid reports that Collection forces either attacked a Lyran camp or chased pirates through a Lyran camp. Corona Base reports that new DropShips have appeared on sensors and are landing all over the planet. The Damocles Commando fights its way back to Portal. Corona Base reports the pirates have retaken their advance base near Corona and established a camp along the road to Madre. (Transcript)
  • Mission 8 - Sinclair receives a report that Dominic Paine has escaped the pirates and returned to Corona Base with important information. Sinclair and his troops defend Portal against a new pirate attack. After the attack is repulsed, Dominic rejoins his unit at Portal and informs them that many of the pirates are actually false-flagged Lyrans, with the goal of seizing complete control of Veil and its germanium deposits. (Transcript)
  • Mission 9 - The Lyran forces openly assault the Madre crater, which is defended by the Damocles Commando, Rim Collective troops under Commander Sersi, and Lyran forces still loyal to Victor Steiner-Davion. The Lyran assault is repulsed, but Connor anticipates a new attack by Susie Ryan's real New Belt Pirates. (Transcript)
  • Mission 10 - Susie Ryan's New Belt Pirates circumnavigated Portal and have encircled the Madre crater. The Damocles Commando leads the remaining pro-Victor and Rim Collection forces against their staging camps, forcing the pirates to withdraw. Connor is disgusted that the Lyran treachery is swept under the carpet, with the official record indicating only an attack by the New Belt Pirates. (Transcript)

Pirate Campaign[edit]

The New Belt Pirates have come to Veil to obtain valuable supplies of germanium, and were most displeased when Rim Collection and Federated Suns miners arrived for the same purpose. Susie "One Eye" Morgraine-Ryan's right hand man, Scourge, leads Deuce, Trey and Blaze in missions to defend Belter bases and strike at Federated Suns and Rim Collection facilities.

  • Mission 1 - Scourge leads Deuce and Trey in a raid against Federated Suns and Rim Collection bases, targeting their power supplies. Scourge notes that the Rim Collection and Federated Suns arrived on Veil after the New Belt Pirates, and expresses disappointment that they didn't begin fighting each other. (Transcript)
  • Mission 2 - With the Federated Suns troops expanding their footprint on Veil, Scourge leads Deuce and Trey in a strike against two Federated Suns basecamps and orchestrates an ambush of the Davion Assault Guards Command Lance, defeating Lt. Connor Sinclair and forcing him to eject. (Transcript)
  • Mission 3 - The Federated Suns has overrun the main Belter base, and Susie Ryan wants it back. Scourge leads Deuce and Trey to intercept a convoy carrying supplies away from the ruins of the overrun Belter base, wipe out AFFS patrols, and then retake the base. (Transcript)
  • Mission 4 - The Rim Collection and Federated Suns have joined forces and are launching a two-pronged assault on the Belter base. Scourge's lance protects Belter radar installations and repulses the attack against the base. (Transcript)
  • Mission 5 - Susie Ryan is bringing in reinforcements from offworld, so Scourge, Deuce, Trey, and new addition Blaze must repulse an AFFS attack on the DropShip landing site at Deception Ridge. (Transcript)
  • Mission 6 - With the landing site secured, the Belter DropShip approaches the landing site at Deception Ridge. Scourge's lance repulses an AFFS patrol investigating the landing, then counterattacks against the patrol's base in Deception Pass, defeating base commander Austin. (Transcript)
  • Mission 7 - Scourge and Deuce defend a hidden stash of germanium while the rest of the Belters go on a general offensive throughout the region. (Transcript)
  • Mission 8 - The Belters have established two staging camps below the cloud cover in preparation for an assault on the Madre crater. Scourge's lance defends them from AFFS attack and then leads an assault Portal, a fortified AFFS camp guarding the main access route to the Madre crater. (Transcript)
  • Mission 9 - Now in control of the Madre crater rim, Scourge leads his lance against the AFFS garrison on the crater floor, so that Belter crews can secure the germanium. (Transcript)
  • Mission 10 - With the remaining AFFS troops pushed back to two camps on the Madre crater floor, Scourge is ordered to defend the two camps in Belter hands (Able and Baker) and eliminate the AFFS presence at the other two (Charlie and Dog). Upon successful completion, Scourge and his lancemates are awarded with a three day liberty. (Transcript)

Bonus Mission[edit]

The bonus mission becomes available when both Damocles and Pirate campaigns have been completed. Lt. Connor Sinclair has apparently been kidnapped by the Belters and stranded on an island in a fight to the death for the amusement of New Belt Pirate co-leader Susie Ryan. The player, as Connor, can configure an assault 'Mech of their choice, and begins on an island with no way off. They must face and defeat seven enemies to win the scenario. The final two opponents are Scourge and Suzie "One Eye" Ryan. (Transcript)

Featured BattleMechs[edit]

Light 'Mechs[edit]

Medium 'Mechs[edit]

Heavy 'Mechs[edit]

Assault 'Mechs[edit]


The Elemental battle armor also appears, but the player cannot control it. However, it can be controlled in the expansion pack 'Pirates Moon'

Featured Planets[edit]

Resources[edit]

Media[edit]

Downloads[edit]

Sours: https://www.sarna.net/wiki/MechWarrior_3
Let's Play Mechwarrior 3 - Part 1

MechWarrior 3

1999 video game

MechWarrior 3 is a vehicle simulation game, part of the MechWarrior series. It featured a new 3D accelerated graphics engine at the time of its release. The game contains over 20 missions, with access to 18 different mechs. A novelization called Trial Under Fire was written by Loren L. Coleman.

Gameplay[edit]

Mechwarrior 3 is a first-personmecha simulation game, where the player pilots a Mech in each mission. Mechs are giant armored robots and fitted with various projectile and energy weapons. Mechs engage in combat with other mechs as well as traditional military vehicles such as tanks, helicopters, and occasional weapon emplacements. During combat a Mech's weapons and critical components can be damaged, and it is even possible for entire limbs to be blown off of a Mech.

Mech customization is a major aspect of gameplay. The player has near total control over the configuration of each of his or her Mechs. From the type and amount of armor used to various internal components, and all of the Mech's weaponry and ammunition. In the campaign additional parts, weapons, and ammunition are acquired through the missions, captured supplies, and salvaged enemy Mechs.

Also in the campaign, the player controls up to three squadmates, with the ability to issue basic orders such as attack, move, and return to the Mobile Field Bases (MFBs) for repairs.

The Mobile Field Bases are a unique feature not seen in any other Mechwarrior game. The player starts the game with three MFBs, although these can be destroyed. The MFBs travel with the player throughout the missions advancing when ordered to by the player. They carry all the player's supplies, which means there is a weight limit to the amount of supplies the player can keep. The MFBs can provide field repair and resupply provided they are carrying suffient armor and ammunition. As Mechs do not have shields, and are only protected by armor which is damaged in combat, the MFBs can become crucial in enabling the player to complete a mission.

Plot[edit]

The story opens with a short briefing of the Inner Sphere's Operation: Bulldog, a daring plan to eliminate the most hostile and vicious clan in the Inner Sphere: Clan Smoke Jaguar, led by Anastasius Focht and Victor Steiner-Davion. Operation Bulldog and Task Force Serpent have already completed their objectives, but there is one last operation left—the one with which the player is tasked—the disruption of a ranking Smoke Jaguar officer's attempt to rally and restore the Clan forces. This mission (codename: Damocles) is to destroy key Smoke Jaguar installations on the planet Tranquil, including a mech factory, a starport, a geothermal power plant, and the Smoke Jaguar control structure. The mission is a commando operation with limited forces, and does not include elimination of the enemy as an objective.

Two dropships are deployed to release the BattleMech force to destroy these installations. However, while in orbit above Tranquil, a dropship is attacked by naval laser fire. The Blackhammer is shot down and the remaining dropship, the Eclipse, retreats to safety. The player was already deployed from the dropship, which had been slightly off target before it was destroyed. The Mobile Field Bases (MFB), which were deployed at the same time as the player, land on target. The player's first mission is to rendezvous with the MFBs and secure the area from hostile forces.

At least seven Mechs are deployed. Two are destroyed by the enemy near the beginning of the game and one toward the end. The novelization mentions one more casualty lost due to a parachute malfunction. The remaining four survivors gradually link up over the course of the game. Twelve more Mechs remain aboard the Eclipse, but they cannot be deployed directly, and an attempt to fight through from a safe landing area fails after heavy casualties. Despite this setback, the player must continue with his objectives, and eventually secure a Clan shuttle to rendezvous with the Eclipse in low orbit.

Pirate's Moon (expansion pack)[edit]

In-game screenshot of Mechwarrior 3 with a 'Puma' Light Mech and a 'Thor' Heavy Mech

MechWarrior 3: Pirate's Moon is the only expansion pack for MechWarrior 3, with an all new storyline and 20 new missions, plus six new mechs, brand new terrains, and a number of weapons. The player can select either Campaign Missions or Pirate Missions which contain respective stories.

Campaign[edit]

The Lance Leader from MechWarrior 3 is now given an official name known as 'Lieutenant Connor Sinclair' and returns as main protagonist of the campaign missions. Sinclair is assigned to protect the Federated Suns' control over the planet Vale and its resources against New Belt Pirates led by Susie Ryan. During the confrontation, Sinclair and his lancemates encounter overwhelming pirate forces unexpectedly and explore for the further plot to be unveiled.

Pirate Missions[edit]

The player controls 'Scourge', the New Belt Pirate working for Susie Ryan as the forces attempt to attack the Federated Suns' defense and claim control over the resources on Vale.

Reception[edit]

Reviews[edit]

MechWarrior 3

MechWarrior 3 received favorable reviews according to the review aggregation website GameRankings.[2] John Lee of NextGen called it "a worthy successor to the two earlier versions that should keep Mech pilots eagerly engaged until the mission packs start rolling out."[14] (Ironically, there was only one called Pirate's Moon.)

Sales[edit]

The game was heavily promoted in the lead-up to its release.[17] It debuted at #2 on PC Data's computer game sales rankings for May 30–June 5, 1999.[18] The title rose to first place the following week,[19] then remained in the top 10 from June 13–July 10.[20][21][22][23] It took positions 1 and 9, respectively, for June and July overall.[24][25] The game's sales had risen to 99,000 units in the U.S. by the end of July, according to PC Data. Mark Asher of CNET Gamecenter reported that these figures were "good but certainly not what Hasbro Interactive hoped for". Alongside the underperformance of Starsiege and Heavy Gear II, the sales of the game led Asher to speculate that "the mecha market just isn't as big as we thought".[26] The game was absent from PC Data's weekly top 10 by the week ending July 17,[27] and charted 16th for August before exiting the monthly top 20.[28][29]

In September 2000, Asher wrote that "the evidence seems to be piling up that games that require anything more than a keyboard and mouse for a control setup suffer at the cash register, [but] the FASA license is as strong as ever. Hasbro Interactive expects to sell about 200,000 copies of MechWarrior 3 this year alone."[30]

Awards[edit]

The game was a runner-up for Computer Gaming World's 1999 "Science Fiction Simulation of the Year", GameSpot's "Science-Fiction Simulation of the Year" and Computer Games Strategy Plus' "Sci-Fi Simulation of the Year" awards, all of which ultimately went to FreeSpace 2.[31][32][33] The staff of CGSP wrote: "While it [MechWarrior 3] was light on quantity of missions, Zipper finally got the scale right in a Mech sim."[31] The magazine later named the game as a runner-up for its 2000 "10 Best Sci-Fi Simulations" list.[34] The game won the award for "Best Sci-Fi Simulation" at the CNET Gamecenter Awards for 1999.[35] It also won the Origins Awards for Best Action Computer Game of 1999,[36] and for "Best Fantasy Sim" in PC PowerPlay's Game of the Year 1999 Awards,[37] whereas it was a runner-up for the "Best Intro" award, which went to Half-Life.[38]

Pirate's Moon[edit]

MechWarrior 3: Pirate's Moon

Pirate's Moon received favorable reviews, albeit slightly less than the original MechWarrior 3, according to GameRankings.[39]

References[edit]

  1. ^IGN staff (May 27, 1999). "MechWarrior 3 Blitz Begins". IGN. Ziff Davis. Retrieved May 10, 2021.
  2. ^ ab"MechWarrior 3 for PC". GameRankings. CBS Interactive. Archived from the original on May 23, 2019. Retrieved May 10, 2021.
  3. ^Honeywell, Steve. "MechWarrior 3 - Review". AllGame. All Media Network. Archived from the original on November 15, 2014. Retrieved May 11, 2021.
  4. ^Cirulis, Martin E. (June 8, 1999). "MechWarrior 3". Gamecenter. CNET. Archived from the original on August 15, 2000. Retrieved May 10, 2021.
  5. ^Sones, Benjamin E. (June 7, 1999). "Mechwarrior 3 [sic]". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on May 24, 2003. Retrieved May 10, 2021.
  6. ^Fortune, Greg (September 1999). "Mech Lite (MechWarrior 3 Review)"(PDF). Computer Gaming World. No. 182. Ziff Davis. pp. 129–30. Retrieved May 10, 2021.
  7. ^Edge staff (August 1999). "Mechwarrior 3 [sic]". Edge. No. 74. Future Publishing. p. 87. Retrieved May 11, 2021.
  8. ^Bergren, Paul (August 1999). "MechWarrior 3". Game Informer. No. 76. FuncoLand. p. 74.
  9. ^Asher, Mark (1999). "Mechwarrior 3 [sic] Review for PC on GamePro.com". GamePro. IDG Entertainment. Archived from the original on July 2, 2004. Retrieved May 11, 2021.
  10. ^Johnny B. (June 1999). "MechWarrior 3 Review". GameRevolution. CraveOnline. Archived from the original on October 12, 2015. Retrieved May 11, 2021.
  11. ^Kasavin, Greg (June 4, 1999). "MechWarrior 3 Review [date mislabeled as "May 1, 2000"]". GameSpot. CBS Interactive. Archived from the original on December 5, 2004. Retrieved May 10, 2021.
  12. ^Dickinson, Jon (July 12, 1999). "MechWarrior 3". GameZone. Archived from the original on January 11, 2004. Retrieved May 11, 2021.
  13. ^Blevins, Tal (June 4, 1999). "MechWarrior 3". IGN. Ziff Davis. Retrieved May 10, 2021.
  14. ^ abLee, John (September 1999). "MechWarrior 3". NextGen. No. 57. Imagine Media. p. 89. Retrieved May 10, 2021.
  15. ^Lee, Ed (July 1999). "MechWarrior 3". PC Accelerator. No. 11. Imagine Media. pp. 68–71. Retrieved May 10, 2021.
  16. ^"MechWarrior 3". PC Gamer. Vol. 6 no. 9. Imagine Media. September 1999.
  17. ^Dultz, Mark (May 28, 1999). "MechWarrior on Madison Avenue". Gamecenter. CNET. Archived from the original on December 16, 2000.
  18. ^GameSpot staff (June 17, 1999). "Top Selling Games for the Week [date mislabeled as "April 27, 2000"]". GameSpot. CBS Interactive. Archived from the original on April 25, 2000. Retrieved May 10, 2021.
  19. ^GamerX (June 22, 1999). "MechWarrior Outmuscles the Force". Gamecenter. CNET. Archived from the original on June 1, 2000.
  20. ^Ajami, Amer (June 29, 1999). "The Menace Strikes Back [date mislabeled as "April 27, 2000"]". GameSpot. CBS Interactive. Archived from the original on April 21, 2000. Retrieved May 11, 2021.
  21. ^GamerX (July 8, 1999). "TA: Kingdoms, the Top Cavedog". Gamecenter. CNET. Archived from the original on August 24, 2000.
  22. ^GamerX (July 15, 1999). "Roller Coasters Have Legs". Gamecenter. CNET. Archived from the original on August 24, 2000.
  23. ^Fudge, James (July 21, 1999). "TA: Kingdoms still on top". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on April 6, 2005. Retrieved March 30, 2020.
  24. ^GamerX (July 20, 1999). "June's PC Best-Sellers". Gamecenter. CNET. Archived from the original on August 17, 2000.
  25. ^Fudge, James (September 1, 1999). "Half-Life Tops July Sales Charts". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on February 8, 2005. Retrieved March 30, 2020.
  26. ^Asher, Mark (October 1, 1999). "Game Spin: Spy vs. Spy". Gamecenter. CNET. Archived from the original on June 6, 2000. Retrieved May 11, 2021.
  27. ^GamerX (July 29, 1999). "StarCraft Returns". Gamecenter. CNET. Archived from the original on August 17, 2000.
  28. ^Fudge, James (September 23, 1999). "Command & Conquer: Tiberian Sun Tops August Sales Charts". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on May 2, 2005. Retrieved March 30, 2020.
  29. ^GameSpot staff (October 21, 1999). "September's Top 20 [date mislabeled as "April 27, 2000"]". GameSpot. CBS Interactive. Archived from the original on June 2, 2000. Retrieved May 11, 2021.
  30. ^Asher, Mark (September 15, 2000). "Game Spin: Gold!". Gamecenter. CNET. Archived from the original on April 17, 2001. Retrieved May 11, 2021.
  31. ^ abCGSP staff (March 6, 2000). "The Computer Games Awards (Sci-Fi Simulation of the Year)". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on April 1, 2005. Retrieved May 11, 2021.
  32. ^GameSpot staff. "The Best and Worst of 1999 (Science-Fiction Simulation of the Year, Nominees)". GameSpot. Ziff Davis. Archived from the original on August 16, 2000. Retrieved May 11, 2021.
  33. ^CGW staff (March 2000). "The 2000 Premier Awards (Science Fiction Simulation of the Year)"(PDF). Computer Gaming World. No. 188. Ziff Davis. p. 73. Retrieved May 11, 2021.
  34. ^Bauman, Steve (January 28, 2000). "10 Best Sci-Fi Simulations". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on February 4, 2005. Retrieved March 30, 2020.
  35. ^Gamecenter staff (January 21, 2000). "The Gamecenter Awards for 1999! (Sci-Fi Sims Winner)". Gamecenter. CNET. Archived from the original on June 6, 2000. Retrieved May 11, 2021.
  36. ^"Origins Award Winners (1999)". Academy of Adventure Gaming Arts & Design. Archived from the original on December 9, 2007. Retrieved October 17, 2007.
  37. ^"Game of the Year 1999 (Part 3)". PC PowerPlay. No. 47. Next Media Pty Ltd. April 2000. p. 30. Retrieved June 18, 2021.
  38. ^"Game of the Year 1999 (Part 1)". PC PowerPlay. No. 47. Next Media Pty Ltd. April 2000. p. 28. Retrieved June 18, 2021.
  39. ^ ab"MechWarrior 3: Pirate's Moon Expansion Pack for PC". GameRankings. CBS Interactive. Archived from the original on June 2, 2019. Retrieved May 10, 2021.
  40. ^The Jaded Critic. "MechWarrior 3: Pirate's Moon Expansion Pack - Review". AllGame. All Media Network. Archived from the original on November 15, 2014. Retrieved May 11, 2021.
  41. ^McElveen, Nick (January 4, 2000). "Mechwarrior 3 [sic]: Pirate's Moon". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on July 11, 2003. Retrieved May 10, 2021.
  42. ^Fortune, Greg (April 2000). "MechWarrior 3: Pirate's Moon"(PDF). Computer Gaming World. No. 189. Ziff Davis. p. 94. Retrieved May 10, 2021.
  43. ^Werner, Nash (2000). "MechWarrior 3 Expansion PacK: Pirate's Moon Review for PC on GamePro.com". GamePro. IDG Entertainment. Archived from the original on February 13, 2005. Retrieved May 11, 2021.
  44. ^Clint (January 2000). "[MechWarrior 3:] Pirate's Moon Review". GameRevolution. CraveOnline. Archived from the original on October 12, 2015. Retrieved May 11, 2021.
  45. ^Kasavin, Greg (January 5, 2000). "MechWarrior 3: Pirate's Moon Expansion Pack Review [date mislabeled as "May 1, 2000"]". GameSpot. CBS Interactive. Archived from the original on January 18, 2005. Retrieved May 10, 2021.
  46. ^Giacobbi, Kevin "BIFF" (January 20, 2000). "MechWarrior 3 Pirate's Moon Expansion Pack". GameZone. Archived from the original on January 11, 2004. Retrieved May 11, 2021.
  47. ^Blevins, Tal (January 4, 2000). "MechWarrior 3: Pirate's Moon". IGN. Ziff Davis. Retrieved May 10, 2021.
  48. ^D'Aprile, Jason (March 2000). "MechWarrior 3: Pirate's Moon". PC Accelerator. No. 19. Imagine Media. p. 95. Retrieved May 10, 2021.

External links[edit]

Sours: https://en.wikipedia.org/wiki/MechWarrior_3

3 mechwarrior

MechWarrior 3 Download (1999 Arcade action Game)

Welcome to the Eridani Light Horse, one of the premier outfits in the Inner Sphere. Your job is to assist with the eradication of the Smoke Jaguar Clan. Use any means necessary and any means at your disposal. Any questions? Good.

MechWarrior 3 is a quantum upgrade on all fronts from the excellent MechWarrior 2, which is saying quite a bit. The tremendous attention to detail in the graphics, gameplay and virtually every other aspect makes this one of the best games of the 1990s, let alone 1999. It is the graphics that will initially grab you and pull you in. Flowing landscapes and wonderful animation are all well and good but MechWarrior 3 goes one better. Shoot off an enemy 'Mech's leg and you'll see the pieces go flying as the enemy crashes to the ground. Drop a Smoke Jaguar tank and you'll marvel at the intricate explosion. This is good stuff.

But graphics only go so far in terms of making a game good. Fortunately for giant robot fans, MechWarrior 3 has it in other areas where it counts as well. Gameplay is initially difficult thanks to the incredibly complex control scheme. After the training missions, though, things smooth out quite a bit. It's much easier with a good multi-button joystick but MechWarrior 3 can be played successfully using nothing more than the keyboard and mouse. The packed-in reference card is a handy and useful addition.

You will need a decent system in order to run the game smoothly. If you've got the muscle in your system, you'll be rewarded with a game that is visually stunning. However, systems with a little less power can run it also and, even toned down, it looks better than a lot of similar games.

The only real complaint I have is in the tutorial section. Regardless of what I did at certain points, the tutorial would not continue. I would do exactly what was asked and nothing would happen. This sort of problem did not occur in the actual campaign game, though, so it's not serious enough that you should consider passing on the game.

There is a patch available for MechWarrior 3 that addresses many of the problems that were unfortunately present in the initial release. One issue that has been corrected is the unbalanced impact certain weapons had on the flow of the game. The adjustments now make it more difficult for 'Mechs to fall after taking leg damage. Another problem solved is the needed increase in movement of torso twist when using the mouse as the controller.

Other features of the patch include fixes of sound problems (crackling and popping noises eliminated), tightening of environmental locations so players will no longer jump jet through ceilings or fall through the terrain and certain 'Mech movement problems. In multi-player mode, latency has been improved, an option for up to eight players in Team Play is now supported at the MSN Gaming Zone, leg armor has been improved and the chat glitch that appeared after saving your 'Mech configuration has been fixed. Full details of all patch issues are included in the patch "readme" file and at the various gaming sites.

MechWarrior 3 is the type of game that caused many of us to start gaming in the first place. It is nearly a perfect blend of action and strategy, dedicated battle planning and seat-of-the-pants improvisation on the battlefield, adrenaline pumping fury and cool resolve. Miss this one and you miss one of the best and most satisfying gaming experiences available.

Graphics: If you've got the power to play it, it will knock your socks off. Incredible attention to detail.

Sound: Good and evocative but the music doesn't always seem to fit.

Enjoyment: It's tough but even when you get your butt kicked, you'll be having fun.

Replay Value: The multi-player opportunities and quick action missions give it some life after you complete the campaign.

 

People who downloaded MechWarrior 3 have also downloaded:
MechWarrior 4: Vengeance, Mechwarrior 4: Mercenaries, MechWarrior 2 (Limited Edition), MechWarrior 2: Mercenaries, Mechwarrior, MechCommander 2, MechCommander Gold, Diablo 2

 

Sours: https://www.old-games.com/download/6414/mechwarrior-3
MechWarrior 3 (1999) - PC Gameplay 4k 2160p / Win 10

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