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06.06.07 16:01

Lancer
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Превед патсаны

преведы в каменты

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#108.06.07 23:57

Egosjan
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превед Жека б/п

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#209.06.07 01:32

Lancer
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превед, действительно б/п зато с/.i.

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#314.06.07 18:16

Lancer
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гысуко

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#419.08.07 13:26

про.
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прэээвэд! (с) мижко

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#520.08.07 15:20

Lancer
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привет!
спасибо хостелроботу

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#612.12.07 09:58

Lancer
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Unofficial Strategy Guide and FAQ

                    by Kasey Chang (ksc1@aol.com)

                      released January 14, 2001


1.6   What game modes are there?

Single player: campaign, training, instant action (which includes has
multiple options, such as play ANY of the campaign missions with any
config/mechs, face random waves on any map, and so on).

Multiplayer: attrition, team attrition, capture the flag, team
destruction, destruction, escort, king of the hill, steal the beacon
(on any map)


1.7   Is there a campaign tree? How about different endings?

There is ONE branch near the very end where you need to make a big
choice, and that affects the ending you get. I won't spoil the
surprise yet, but you can read the campaign walkthrough.




2    Weapons

There are basically three types of weapons, as explained in the
manual. I'll just go over the types and their general applications.
Each weapon has a usefulness rating. A is "excellent", F is "forget
it".


2.1   Ballistic Weapons

Ballistic weapons include AC's (5 and 10), Ultra AC's (2 and 5), LBX
Scattershot (10 and 20), Gauss rifle (regular and light), and machine
gun array (MGA). Some have clan versions which are lighter or have
more extended range, but not all. There's also the Long Tom, which is
a special weapon.

Cannons are rather heavy even though their hardpoint is rather small.
Get the Clan version if available, as they are lighter and produce
more damage.

The cannons need ammo. While ammo is available, you can pump out a
lot of firepower, but when you're out, you're left with nothing. On
the other hand, they don't produce much heat.


2.1.1     LBX Scattershot Cannon

Usefulness: A

LBX cause a lot of damage at close range, esp. the LBX20s. In fact,
the LBX20s are the only true knock-down weapons that I've found.
However, they don't do jack at longer ranges.  The main problem is
they are very heavy therefore hard to fit in a smaller mech.

A good combo is multiple LBX20s. In a Daishi you can fit in three
LBX20s (two in torso, one in the center omni rack). Together that's
enough to knock down mechs up to 50 tons.

The Clan version of the LBX cannon is lighter.


2.1.2     Machine Gun Array

Usefulness: F

The machine gun arrays doesn't really do enough damage, even the Clan
version. It's like washing the floor with a toothbrush. Leave it
home. Bring a heftier weapon. If you just have two tons to use up,
add heatsinks or more speed or more armor.


2.1.3     Gauss Rifle

Usefulness: A

Best sniper weapon is the gauss rifle. Use the zoom to get good shots
at the center of the torso or one of the legs. The main problem is
the long reload time.

Atlas can mount three light gauss rifles. A Mad Cat Mk II can mount
FOUR, two Clan and two light (or 4 light). When all four hits. Ouch.

Consider jump to top of buildings and turn off your sensors to be a
sniper.

The Clan version is lighter and even better than the IS version, but
also 3 contiguous ballistic hardpoints. The light gauss rifle cause
less damage, but only takes 2 hardpoints, and is same weight as the
Clan gauss rifle.


2.1.4     Autocannon

Usefulness: B

Respectable range and punch, the problem is they don't come in big
sizes for true knock-down power. Clan mechs prefer Ultra or LBX
cannons, but AC is a good compromise.


2.1.5     Ultra AC

Usefulness: C

In MW4 Ultra AC is just too small to do any significant damage. Even
when you put 5 of them together that's only 5-10 pts of damage per
salvo. While it has good range, it's not very efficient.

Mount LBX instead.


2.1.6     Long Tom

Usefulness: C

The Long Tom cannon is basically a mech-mounted mortar. Its BIG shell
causes a lot of splash damage, IF it lands on land. A few shots can
take down a building. It is an Inner Sphere-only weapon.

It is VERY hard to aim, as it has very low muzzle velocity. You'll
need to aim up in order to "lob" the shot. It does cause a lot of
splash damage, but the number of shots is very limited.

If the shot lands in water, nothing happens. Therefore don't use this
in swampy maps.

Using it in multiplayer is NOT recommended unless you're lobbing it
past a hill, and even then, you'll need a "spotter".




2.2   Energy Weapons

Energy weapons are lasers, PPCs, and flamers. Lasers vary from small,
medium, to large. Pulse lasers fires more shots, thus causing more
damage, but also weighs more. PPC is half-ballistic and half-energy,
as the shot itself travels like ballistic weapon but the weapon
itself is energy-based and generates heat. There's also flamer (point-
blank heat weapon) and bombast laser (discussed later).

The Clan versions (if available) are either lighter or have longer
range (sometimes both), but also generate more heat. If you don't
need the extra range, use the IS version.

Energy weapons generate heat, so you can't fire them too much, or
you'll overheat and shut down. You will need to increase the amount
of heatsinks to keep up with heat dissipation. You generally want the
heat dissipation bar to be in the green or high yellow. You may be
able to temporarily avoid the shutdown by doing either override or
coolant flush


2.2.1     Small Laser

Usefulness: F

I don't find much use for the small laser at all. They simply don't
do enough damage to be worth their weight. For the same weight you
can probably mount a flamer or add more armor instead. Technically
they are the most heat efficient (3:1 ratio of damage to heat)
weapon, but you can't mount enough of them as they take up a whole
beam hardpoint.

The Clan version has slight increase in damage for even more heat.
(Ratio of  1.75:1)


2.2.2     Medium Laser

Usefulness: A

Medium lasers produce good medium and close range firepower, and you
can mount a lot of them if you have the hardpoints, and can afford
the heat build-up.  Damage/Heat ratio is 2:1

The Clan version exchanges slight increase in damage and range for
even more heat. (1.3:1)


2.2.3     Large Laser

Usefulness: A-

Large lasers have good range, but generate a lot more heat and weighs
a lot more. (1.5:1)

The Clan version exchanges increase in damage and range for even more
heat. (1:1)


2.2.4     Small Pulse Laser

Usefulness: F

I don't find much use for the small pulse laser at all. They simply
don't do enough damage to be worth their weight. For the same weight
you can probably mount a flamer or add more armor instead.


2.2.5     Medium Pulse Laser

Usefulness: B+

Medium pulse lasers produce very good medium and close range
firepower. However, they're quite a bit heavier, and generate more
heat.


2.2.6     Large Pulse Laser

Usefulness: B

Large pulse laser is basically an improved version of the large
laser. The multiple pulses produce more damage (3 pulses), at the
expense of even MORE heat. The Clan version is a little lighter.


2.2.7     PPC

Usefulness: A

PPC is a good general-purpose weapon. Most non-mech targets need only
about two shots to take out. It's also good for long range sniping.
Zoom in and let them have it! It generates quite a bit of heat
though. The Clan version trades increase in damage and range for even
more heat.


2.2.8     Bombast Laser

Usefulness: C

Bombast laser is a new Inner Sphere development. It can cause a lot
of damage if you can learn its firing mechanism. I personally haven't
quite got the knack for it yet. It's also relatively light for the
damage it can cause.

Bombast laser cycles VERY fast and it's VERY easy to overheat when
you're using it. If you have two of these onboard, leave out any
other beam weapons. You won't need them.


2.2.9     Flamer

Usefulness: B-

The flamer is a point-blank weapon that adds heat to the enemy mech.
It takes two beam spaces, even though its weight is negligible (1 ton
for IS, 0.5 ton for Clan). Add this to your point-blank assault. This
is also great for city use.

Flamer is useful in multiplayer games that involve flag or beacon
running.  In most cases, disabling the mech carrying the object (shut
down) will cause an ejection of the object, allowing another to
capture it.




2.3    Missile Racks

This family includes SRM (2, 4, or 6), MRM (10,20,30, or 40), LRM
(5,10,15, or 20), and Streak SRM (2, 4, or 6). There's also the T-
Bolt missile, Artillery beacon, NARC beacon, and flare launcher. The
Clan version, if exist, is lighter than the Inner Sphere version.

AMS can shoot down all GUIDED missiles (Streak SRM or LRM), but AMS
can engage only a limited number of missiles at a time. So the bigger
the launcher, the more shots will get through. There's also the Laser
AMS (LAMS), which generates heat but cannot run out of ammo.


2.3.1     SRMs

Usefulness: B

The SRM is not guided, so just fire them like rockets. The target
needs to be still for you to get good hits. Fire just as the target
comes to a stop for best effectiveness, or while the target is down.
Leave the smaller launchers at home. The SRM2 and SRM4 are not worth
carrying unless you want the maximum amount of SRM for two missile
hardpoints.

There is no Clan version of SRM. Clan use Streak SRM instead.


2.3.2     MRMs

Usefulness: B

Quite a bit of firepower is packed into these hefty launchers. On the
other hand, MRM is not guided. The target needs to be still for you
to get good hits. Fire just as the target comes to a stop for best
effectiveness, or while the target is down.

MRM is an Inner Sphere only weapon.


2.3.3     LRMs

Usefulness: A-

The LRMs require a lock-on to get good hits. Once locked-on, the
missile will seek the target, so they can be used even at point-blank
range, but best used at a distance. LRMs also works as anti-air
missiles, though it's somewhat of a waste to send a LRM20 salvo after
one lousy chopper.

If you have jumpjets, you can try a "pop-up" launch. Hide behind a
hill, peek over just far enough to lock-on. Then jet straight up,
launch, and land behind the hill again. Run somewhere else and repeat
the performance.

Another possibility is peek JUST over the edge to get a lock-on,
fire, then CROUCH (which takes you back under the edge). This will
not avoid the counter-battery LRM salvo though.

Definitely get the Clan version if they're available. They are much
lighter (as much as half the weight).


2.3.4     Streak SRMs

Usefulness: B+

The Clan Streak SRMs seek their target automatically, so they're good
if you can't get hits with the regular SRMs or MRMs. Just shoot and
you should score some hits.


2.3.5     NARC Beacon

Usefulness: B-

The NARC beacon is difficult to use properly. Basically you hit an
enemy mech, then all the subsequent lock-on missiles like LRM and
Streak SRM will seek the beacon instead.

You'll need to arrange for an OVERWHELMING salvo for the NARC beacon
to be worth the trouble, and the 4 tons it take is not worth its
advantages in my view, at least in single -player.

NARC beacon is more useful in multiplayer when you have more
teammates. Arrange for a smaller mech to run through the enemy
formation planting NARC beacons, then have multiple Catapults and Mad
Cats lob LRM salvoes.


2.3.6     T-Bolt

Usefulness: B+

The T-Bolt missile cannot be shot-down by anti-missile system, which
makes them quite deadly, at 28 points per hit! It's just too bad it
takes 15 tons to put in a launcher, and 3 missile hardpoints. It's
also not guided, which makes them hard to get good hits. Fire them
point-blank and follow up with the rest of your weapons to get quick
kills.


2.3.7     Flare Launcher

Usefulness: F+

While this is not a "weapon", it's listed in the weapon list, so here
it goes.

The flare launcher is used for illumination at night.

I personally don't fight at night so this to me is useless. If you
want to try some night ops, try light amp instead.


2.3.8     Artillery Beacon

Usefulness: D

Artillery beacon allows you to call in artillery on top of a target.
While this is cool, it's not really practical since the beacon
launcher weighs FIVE TONS, which can be used for far more productive
weapons than arty of questionable value.

It may be more useful in multiplayer where you spring some "ambushes"
over other mechs who thought they're "hidden".

Wonder if this is possible. Give the beacon/flag runner an arty
beacon. As it runs for the escape, it shoots a beacon at a target
ahead, timed so it'll be JUST out of the area when the salvo arrives,
hopefully catching any chasers in the rain of steel.


2.3.9     High Explosive

Usefulness: C???

High Explosive is a kamikaze weapon found in multiplayer game only.
Basically, you mount it, and you get close to your target, and you
"launch" it. Consider mounting one or more in every mech, as this can
help you take out ONE more mech when you're near death.


3    Equipment and Armor

Special equipment can go on certain mechs. While they will not damage
the


3.1   Armor

There are three types of armor in MW4. Ferro-Fibrous, Reflective, and
Reactive.

Ferro-Fibrous armor is the "default" armor. Each ton gets you 30 pts
of armor rating, and it works against any kind of damage: beam,
ballistic, or missile.

FF should be your "default" armor for all occasions, or when you
don't know where you'll end up.

Reflective armor is a new type of armor designed to defeat lasers.
While each ton of this armor only get you 20 pts of armor rating,
this armor is extra effective against beam weapons. It has no extra
effect on ballistic or missile weapons.

Reflective armor is best used in colder climates, when most mechs
will be using energy weapons.

Reactive armor is a new type of armor designed to defeat ballistic
weapons. Each ton of this armor get you 20 pts of armor rating like
reflective, but it's extra effective against ballistic weapons. It
has no extra effect on beam or missile weapons.

Reactive armor is best used in hotter climates, when most mechs will
be using ballistic weapons due to heat build-up.


3.2   Equipment

Equipment are the other things you can mount on your mech besides
engines, heatsinks, and the armor and weapons listed above. They
enhance your mech in some ways.


3.2.1     Beagle Active Probe

Usefulness: F

Also known as Beagle Probe or BAP, the Beagle Active Probe is
basically an advanced active sensor that "scans" the surrounding and
returns a stronger signal. This enhances your sensor range to 1250,
and can also detect shut-down mechs (which cannot be detected on
standard radar).

While it's nice to have that sensor range, it's not necessary since
no weapon goes that far.


3.2.2     Guardian ECM

Usually just called ECM, this equipment makes your mech even harder
to find on sensors.

Smaller mechs should use this in order to sneak into range and get
some GOOD hits. One of the nastier tricks is to use ECM to get close
and slam a big salvo of missiles into the enemy's back. Another trick
is to use ECM to help you plant NARC beacons.


3.2.3     Light Amp

Do you fight at night? If you don't, then you'll never need this.


3.2.4     Jump Jets

Jump jets have different weight depending on the weight class of your
mech. They enhance movement by allowing you to jump over things
(buildings, hills, enemy mechs.) They also complicate targeting by
enemy mechs. However, they don't slow down human shooters, as while
you're in the air you're nicely highlighted by all that flames coming
out of the jumpjets.

Jump jets are best used in hilly areas and on smaller mechs to
exploit their mobility advantage. On medium mechs, the jumpjets can
be used for pop-up sniper maneuvers, or for "overruns"

Overrun goes like this: run at the enemy mech top speed, fire all
weapons, then before you collide, jump jet straight over him, but
just enough to clear him. Hit the head/shoulders if possible. Then
keep running away.


3.2.5     AMS / LAMS

AMS, and its cousin LAMS, will help you take LESS hits, but it won't
eliminate missile hits completely. LAMS generates slightly more heat,
but usually they are hardly noticeable. You just notice you take a
few less hits overall.


3.2.6     Flare Launcher

Flare launcher is an equipment, but since it's listed as a missile
weapon in the MechLab, it's listed under missile packs.


4    Your Enemies

Know your enemies to best understand ways on how to defeat them.


4.1   Ground Vehicles

On the ground, you'll see basically Bulldog tank, SRM carrier, LRM
carrier, SKUD launcher, Vedette, and maybe Harasser.

Ground vehicles usually appear in swarms. Individually they don't do
much damage, though the Bulldog can be troublesome with those
autocannons. Don't let them get behind you. Stay back and snipe them.
You usually outrange them.

The most dangerous is the LRM carrier, as they shoot salvoes at you
from afar. Fortunately, one PPC shot is enough to take care of it.
Zoom in and fire one shot each.

Harasser and SRM carrier takes about one PPC each as well. Bulldog
needs a little more than 2. Though two good hits from large laser
will kill it. SKUD launcher takes only one shot.


4.2   Air Threats

The only ones that will attack from the air are Night Shade fighters
and the Peregrine attack choppers. Though you MAY see bombers.

The fighters don't attack you in this game. The Peregrines don't do
enough damage, as they carry puny SRM2s. They're very easy to kill.

The Bombers may try to drop bombs on you, but they're easily shot
down as well.

One shot from large lasers or PPC should take care of any of them.
LRMs also works, though fighters are too fast for LRM lock-on. Zoom
in and get good shots. If you got good guns, like Ultra 2's that goes
out to 900m, you can use those also.


4.3   Naval Threats

On swamp or coastal missions, you'll see Condor hovercrafts, Patrol
Boats, and Destroyer.

Condors and Patrol Boats are easy to kill. Most need only one PPC
bolt each to go poof. You can use Ultra 2's if you want.

If you feel like using the long tom, that explosion area is pretty
good for killing things BEHIND the hill, but if the shot lands in the
water it does NOT go boom, so it's not worth the trouble..

The destroyer is armed with 2 LRM launchers each. It is quite well
armored, and taking it down will take a lot of long-range dueling, as
you can't get too close to it due to the beach.


4.4   Dropships

You have several missions where you need to go after dropships.
Usually the dropships are not moving, so you just take out the APUs
around them (usually 3), then hit it a few more times. They will have
a lot of defenders around them though. Long Tom may be worth-while as
dropship demolition weapons, but any other weapon will do.

The final mission requires you to take on a Hrothgar dropship ready
to take off. Just keep hitting it until it goes poof. This one shoots
back though, so stay back a little. See the mission notes for tactics
on dealing with it.


4.5   Light Mechs

The light mechs in the game are Cougar (35t), Raven (35t), and Osiris
(30t).

The Cougar is more capable, with 2 LLAS and 2 LRM10's, plus some
smaller lasers.

Raven and Osiris are lightly armed and should not present a problem
to you at all. Watch them as beacon or flag runners in multiplayer
games though, or NARC beacon / artillery beacon planters.


4.6   Medium Mechs

The mediums are Bushwacker (55t), Shadow cat (45t), Chimera (40t),
Hellspawn (45t), and Uziel (50t).

Bushwacker is the heaviest medium. By the time you see them, you'll
probably find heavier stuff. It's a very balanced mech but lacks an
overwhelming "punch", having too many weapons in its inventory.

Shadow Cat is pretty dangerous. It can move very fast and keep
shooting. The LRM armed variants may also do the pop-up launch.

Hellspawn is more missile-reliant but you can fit in quite a few good
lasers and keep the speed up. You can think of it as a baby
Loki/Thor.

Uziel is pretty dangerous with 2 PPC's as default config. Consider it
your primary threat when you see one.


4.7   Heavy Mechs

Now there are a lot of choices here. There's Catapult (65t), Loki
(65t), Mad Cat (75t), Nova Cat (70t), Thor (70t), Vulture (60t),
Argus (60t), and Thanatos (75t).

Catapult is meant as a fire support mech, as it looks like a small
Mad Cat without the arms. Still, it's a pretty heavy mech. With
jumpjets, it does the pop-up launch quite often. Its close-in
firepower is quite low, so get in close and nail it.

Loki and Thor are very close cousins, with only 5 tons difference.
They are decent fighters in most ranges, and quite mobile, though no
knock-out weapons in their default configs. Watch for them circling.

Mad Cat is probably one of the best mechs around, but the default
config is too heat intensive, and they often shut down if you show
them too many targets. Those LRMs are pretty dangerous. Bring AMS
when you fight against them.

Nova Cat has too many energy weapons. They overheat constantly. When
you face them, try using flamers on them to force them to shut down
even more often.

Vulture is a LRM fire support mech like Catapult, but it's capable of
decent direct fire as well. You can think of it as a smaller Mad Cat,
and it's quite deadly in that role.

Argus has a weird mix of weapons, and doesn't seem to be too
powerful. It is heavily armored though.  Those LRMs and Ultras can
ping you, but they can't kill you.

Thanatos. How here's a good match for Mad Cat. Heavily armored (only
Nova Cat boasts more default armor), and it has a good combo of
weapons, though mostly ammo based (LBX20, MRM20). Stay out of close
range and it can't do you much damage.


4.8   Assault Mechs

The heaviest of the heavy, these are real killer mechs. They are
Atlas (100t), Awesome (80t), Daishi (100t), Mauler (90t), and Mad Cat
MkII (90t).

Atlas has a lot of armor and slow movement in exchange for a LOT of
weapons. Though personally those weapons don't do too much good as
they're rather mismatched. It has a lot of hardpoints, but not
contiguous.

Awesome is the first assault mech you'll see/get, and the default
config of 3 PPC is too heat intensive. They shut down quite a bit.
Consider using the flamer on it.

Daishi. The default weapon mix is a lot of stuff. The 4 LLAS is quite
hefty, but it's prone to overheating, and there's just too many
weapons with too many ranges to manage easily.

Mauler is quite heavy and the 4 Ultra AC/2 is a lot of firepower on
paper, but it doesn't really do THAT much damage in one blow, giving
you more time to kill it.

Mad Cat Mk II. The gauss rifles are absolutely deadly. Great for
sniping, and LRMs and other lasers are just bonuses.


5    Lancemate Management

The pilots do grow in skill as you use them, and the more you use
them, the better they get.

However, they DO get stuck behind buildings and such, and takes quite
a while to get to you, if you give them a chance.


5.1   Casey Nolan

Casey is a thoroughly average pilot, though there's room for
improvement. He's a good backup, but as you don't use him much, his
skills will stay average.


5.2   Jen McQuarrie

Jen's skills seems to be piloting, not much gunnery. She's the best
pilot you got for a while, and good on sensors. Night-time she's
average.


5.3   Jules Gonzales

Jules is very good in gunnery, but not much on piloting. He's also
good at night fighting. Give him the long-range weapons.


5.4   Terra Risner

She joins you late (Op 5) after the rescue, but she's quite good in
all categories. She tends to overheat due to her aggressiveness. Give
her a heavy mech that leans toward ballistic weapons so she can last
a while.


5.5   Damon Squire

This guy joins you for one mission in Op 6 and disappears, but while
he's on, he's good. He used to be one of Joanna's personal guards.




6    Your Mechs

Here's some discussion on each of the mechs available, as well as
some recommended configs for your mechs.

In general, you want mechs that delivers knock-out blows rather than
"death of a thousand cuts". You usually don't have time to fight over
and over.


6.1   Light Mechs

Light mechs don't do enough damage, and are suitable really only for
recon due to their high speed. Against heavier mechs, their only hope
is hit-and-run. They are great for flag/beacon running in mutiplayer
games, and for NARC and/or arty beacon planting.


6.1.1     Cougar

Default cougar has too many weapons. With LLAS and LRM, it should
STAY at long range. Drop the small laser and the medium laser, and
probably the Beagle probe as well. Replace with more heatsinks,
speed, jumpjets, and/or reloads. Use the superior speed to keep the
range open and snipe at the enemy with the lasers and LRMs.


6.1.2     Raven

The fact hat Raven comes with a NARC beacon should clue you in to the
purpose of the mech: NARC plant. It has Beagle probe and and ECM to
make sure it can get out from under the enemy barrage.  Consider
adding jumpjets on it. Its 360 degree torso twist is quite useful as
it allows you to "run away" while maintaining full speed.

6.1.2.1   Raven Runner

Raven with ECM and max engines is a great mech to play multiplayer
"steal the beacon". Just watch out for those heavy "guard" mechs with
the knock-down weapons. If you're down, you can't run. Remember to
include jumpjets.

6.1.2.2   Raven Divine Wind

Divine Wind as in "kamikaze". NARC beacon, artillery beacon, and high
explosives. Enough said. Run around planting NARC beacons on
unsuspecting victims. If caught. Hit the high explosives and take the
enemies out with you!


6.1.3     Osiris

Even faster than the Raven, and even LESS armed, why use it? Drop the
MGA and most of the weapons. Put NARC beacon and ECM on it for
survivability.


6.2   Medium Mechs

Consider using medium mechs as beacon runners. Uziel and Shadow Cat
are harder to knock down than the light mechs, and they CAN be
modified to achieve respectable speed and include jumpjets.


6.2.1     Bushwacker

A very "balanced" mech, it also means it's good at nothing, though
it's probably the heaviest mech you have in a while until you get the
Catapult. Modify it to mount less but heavier weapons.


6.2.2     Shadow Cat

A good balance of speed and weapons, the default config is not too
bad but a big of a "spead". Try to squeeze in a light gauss rifle in
there and it'll serve you well.


6.2.3     Chimera

Why use a MRM20? The range increase from SRM is not really worth the
weight. Drop the MGA and MRM20 and try to shoehorn LRM launchers in
there.


6.2.4     Hellspawn

Sort of light at 2 LRM10's and 3 MPLAS, it has ECM. It's not THAT
dangerous unless you ignore the LRM salvoes. Replace with Clan
weapons ASAP for more weapons. Pulse lasers generate too much heat.
Replace with medium lasers and more heatsinks.


6.2.5     Uziel

Now this one is fun. Two PPC's is a lot of gun. Forget the MGAs, as
they're nearly useless. Replace SRM6 with Streak SRM6 ASAP. Drop the
MGAs and add more heatsinks or speed. If you cut speed a bit, you may
be able to squeeze in an AC5 or LBX5.


6.3   Heavy Mechs

The workhorse mechs, they can move at a "decent" clip while packing
more firepower.


6.3.1     Catapult

Artillery support vehicle, it relies upon its missiles to do damage,
not the other weapons. You may as well drop the lasers all together.
Stay far away and lob missiles salvoes.

6.3.1.1   Catapult Artillery

Use Clan LRM racks to fit in more LRMs than you would normally carry,
and keep the jumpjets. Cut down the lasers if you have to.

6.3.1.2   Catapult Flanker

Instead of LRM racks, this one uses 4 Streak SRM6 racks, and forget
the lasers, all speed and jumpjets. Get in and make an oblique pass,
shoot the missiles, run/jump out of range.


6.3.2     Loki

The default config is pretty good. Combination of MLAS, MPLAS, LBX10,
and Streak SRM6s are even deadly point-blank, and the Guardian ECM
will ensure it get away for more shots. Consider dropping the BAP for
more heatsinks, and replace the MPLAS with regular MLAS to reduce
heat build-up.


6.3.3     Mad Cat

Ah, the infamous Timberwolf / Mad Cat. The default config has too
many weapons, IMHO. I'd consider dropping the MGAs for more
heatsinks.

One possibility is 2 LRM10s, 2 ER LLASs, and 2 LBX10s.


6.3.4     Nova Cat

Nice mech for 70 tons, as it is VERY heavily armored and armed, but
it overheats too fast. Drop the smaller weapons and one of the ER
LLAS for more heatsinks. Separate the weapons into separate groups,
and learn to fire them separately.

One possible variant is fill up the hardpoints with ONLY ER MLAS, and
as many heatsinks as you can fit. Use groups of 3 or 4 each. This
"laser boat" is absolutely devastating at close range. Get in close
and start circling!


6.3.5     Thor

The big cousin of the Loki, the default mix is NOT the optimal mix.
The default mix doesn't have enough shock effect.

A GOOD mix is the LBX and a PPC, which is where the name came from.
That mix is quite devastating at any rank. Add some missiles and stir
for a potent mix. Some use gauss rifle instead of PPC/LBX.


6.3.6     Vulture

Vulture can be thought of as a smaller version of Mad Cat, and it
plays that way also, with LRM20s and good mix of lasers. It is
designed for long-range confrontations and fire support, though with
those lasers it works at closer ranges as well.


6.3.7     Argus

While rather balanced, it's one of those "good at nothing" designs.
Replace the Ultra 5's with a LBX20 and drop the MGA may make more
sense.


6.3.8     Thanatos

Most people don't notice that Thanatos has 360 degree torso rotation.

The default mix is designed for mainly medium and close range combat.
The MRM40 should be replaced with T-Bolt or multiple LRM launchers,
and flamers with medium lasers for a "longer" punch.

6.3.8.1   Thanatos Puncher

Try T-Bolt, LBX20, and LLAS. You can even fit in AMS if you reduce
speed. Shoot LLAS from a distance, follow up with T-Bolt at mid-
range, then LBX20 in the face.

6.3.8.2   Thanatos Giant

Novasphere submitted this config: max armor, no heatsinks, 83 kph, 2
gauss rifles (1 light + 1 clan or 2 light), 4 MLAS, whatever LRM that
would fit.

"The Beauty of this Thanatos design is that you can do almost
anything with it depending on the needs of the missions. Just change
one of the main weapons to suit. This includes replacing the Gauss
cannons with LBX cannons, along with an ECM and changing the LRMs to
a set of Streak SRMs. You can get in way close with Sensors off and
unload a bunch of rounds into unwary enemies. This was originally
just a design to emulate the Titan from C&C Tiberian Sun (an RTS game
to the uninitiated), hence the variant's name."


6.4   Assault Mechs

There are your workhorses. While they don't kill light mechs in one
salvo, they do come pretty close (two salvoes to be exact).


6.4.1     Atlas

The quintessential assault mech, Atlas is a "jack-of-all-trades"
design that lacks enough hard points to deliver true knock-out
punches.

6.4.1.1   Sniper Atlas

Atlas, speed at one notch above minimum, armor nearly maxed, ferro-
fibrous. One ER PPC, one PPC, one Clan Gauss Rifle with extra ammo,
one LIGHT Gauss rifle with extra ammo. The reason for the MISMATCHED
set of PPCs is they recycle at different rates, and thus cuts down on
heat built-up. You can fire all weapons as fast as the weapons
recycle. Only need two weapon groups. You can probably squeeze in
some missiles if you want.

A variant of this is 2 ER LLAS, and 3 light gauss rifles. Stay at a
distance and snipe with both sets of weapons. Stay out of range! If a
medium find you and start circling you're toast.

6.4.1.2   Pyro/Shotgun Atlas

Optimized for urban combat, fit in some LBX10's, Streak SRM6s, and
flamers. LBX10's to knock down the mech, flamers and Streak6's to
keep them down for the count.


6.4.2     Awesome

A very decent IS design, the SRM2s are useless, and with 3 PPCs
overheating is a problem. A Clan Streak SRM6 would be a good
replacement. Definite drop one of the PPCs and replace with other
weapons.

6.4.2.1   Awesome Zapper

The default config of 3 PPC for the Awesome is a bit too heat
intensive. To turn it into a more short-range fighter, remove the arm
PPC, and replace with 2 medium lasers. Remove the two pulse lasers on
the other arm and replace with 2 medium lasers. Replace SRM2s with
SRM6s. Add heatsinks to fill out the difference. When Clan weapons
become available, replace SRM6 with Streak SRM6, PPC with ER PPC, and
so on, and add even more heatsinks.

Consider replacing only ONE of the PPCs with ER PPC to get the
"staggered" weapon cycle.


6.4.3     Daishi

Daishi has far too many weapons in the default config, though those
four LLAS can be quite deadly. The Ultra5s and MGAs are nearly
useless, with very little "punch". Consider replacing them with LBX.

Daishi is very customizable as it has so many omni hardpoints for it
to be converted to fit your fighting style, from long range to close
range.

6.4.3.1   Shotgun Daishi

Daishi with 25 percent speed, no heatsinks, 2 large lasers (one in
each arm), and 3 LBX20's, each with one extra reload. Add one Streak
SRM6 pack for backup. This combo will knock lighter mechs (up to even
Shadow Cats) to the ground. Aim for the cockpit and you can kill a
mech in TWO SHOTS. The LLAS can be used for sniping if you want to
stay out of range. If you can't stay open, then charge in to 300 m
and open up with the three shotguns. This is the ultimate city-
fighting mech. Hide around corners and as the enemy comes through,
BLAM!


6.4.4     Mauler

The default config relies on the Ultra2s for the firepower, which is
not that great. Lots of missile hardpoints that needs to be filled
with Clan LRM launchers or 3-space launchers like T-bolts.

6.4.4.1   Shotgun Mauler

Here's a general purpose Mauler config: 2 Clan LBX20s with 1 extra
ammo each in torso. Two ER MLAS in EACH arm, add Streak SRM6 or Clan
LRM10's to taste. Don't need extra heatsinks at all. You can fit in
up to 6 Clan LRM10s. That's a pretty deadly salvo, esp. if someone
has a NARC beacon around.

Or you can fit in two T-Bolt launchers. That's 40+ damage if you hit!
Follow up with the rest of the guns and you'll get quick kills.


6.4.5     Mad Cat Mk. II

Interesting design, as Clan gauss rifle is a real pinpoint hitter.
It's quite "punch-y" as is. Though the medium pulse lasers are a
little "lacking" in long range power.

6.4.5.1   Mad Cat Mk II Sharpshooter

One devastating config for Mad Cat Mk. II is cram in FOUR different
gauss rifles, 2 Clan that's built-in, and 2 more IS Light gauss
rifles, as they fit in the center racks. You'll need to remove all
the other weapons, as well as a little armor and the jumpjets to fit
them in. Of course, this only works on a map where sniping is
possible. Don't use this config in the cities.


7     `Mech Tactics

`Mech combat, as all combats, have specific tactics, but some should
already be obvious to you.


7.1   Concentrate Firepower

One mech never last long against superior numbers of equivalent
mechs. Just look at the intro movie. If you have two, three, even
four mechs firing upon the same target, it'll be toast very quickly.
It also seem to force the enemy to spread the damage around instead
of gunning for you personally all the time (except Castro's lance,
but that's another story).


7.2   Keep Moving

Moving target is harder to hit, even for the AI. Moving and sudden
change of direction can also prevent easy hits from the unguided
missiles like SRMs and MRMs. It won't save you from the seeking
missiles (Streak LRMs, and T-bolt), but less damage is less damage.


7.3   Torso-Twist / Circle of Death

Mechs don't side-step like the Quake's circle-strafing. However, most
mechs can torso-twist, which allows you to point the upper body
toward the enemy while the mech head in a different direction. This
effectively allows the "circle-of-death", which means you walk in a
circle around the target (moving at about 70% speed), torso twisted
all the way left or right, facing the enemy, and keep pouring in fire
while moving.

Remember that some mechs in MW4 has 360 torso twist (Raven, Thanatos)
that can let you run really fast away AND hit the enemy.


7.4   Go for Turret Control Towers

In a base covered by calliopes or turrets, there is probably a turret
control tower. If you take it out, the turrets will go inactive. This
is much easier than taking on each of the turrets individually. The
calliopes are well armored.


7.5   Go for the Cockpit

If you can, aim for the cockpit. Killing the pilot is the quickest
way to kill a mech, now that "legging" the mech is much more
difficult if not impossible. A heavy dose of LBX20 at point-blank
range will reduce armor to scrap. Another good salvo and the mech is
toast.


7.6   Passive Sensors and ECM

Sometimes, you may not want to attract attention to yourself, esp. if
you're a sniper `mech. Move around on passive sensors only to avoid
drawing attention to yourself.

Passive sensors mode is also good for setting ambushes. You won't be
visible until you're within 250 feet, even less if you actually shut
down.

If you have ECM, you can sneak in even CLOSER. If this is at night,
you can get in some GOOD licks (like a NARC beacon) before you're
even detected.


7.7   Heat Management

Remember that there are additional ways to dissipate excess heat.

If there's bodies of water nearby (swamp, mountain lakes, etc.) then
stay inside to stay cool. Fighting at night also helps.

If it's an emergency, you can try the coolant flush, which does an
emergency vent of the coolant. It cools you down a lot, but you don't
have that much left, so use in emergencies only.

If you just need to keep moving and not shooting, you can OVERRIDE
the shutdown.


7.8   Consider Kamikaze

Suicide and/or high-explosive are valid weapons if not abused. If
you're heavily damaged, consider searching out a quite damaged enemy
mech. You know you won't survive long enough to kill it, but if you
do a suicide you just may do it. So get in there, and BOOM!


7.9   Jumpjet Overrun

One trick to try if you have jumpjets is run full speed obliquely at
your target. Avoid its shots, then turn toward it at medium range, do
your alpha strike, then JUMP STRAIGHT OVER him. Use the jets just
enough o clear him (or run into his head for a quick Death-From-
Above), and you'll end up behind him. By the time he turns around
you're already gone. :



9    Multiplayer

Multiplayer nowadays is a very important part of any game, and MW4 is
designed with a LOT of multiplayer action in mind. Here's some
netiquettes and observations you should heed before joining the
games.


9.1   Some general multiplayer observations

Go for alpha strikes. While in the single-player campaign you would
engage enemy mechs at different ranges using a wide variety of
weapons, in net play you want an OVERWHELMING single strike, aimed at
ONE part of the mech for the quickest kill.

Missiles are generally useless in multiplayer except for softening up
certain parts for later pinpoint attacks by lasers, PPCs, or gauss
rifles. Therefore bring only LRMs, if the range supports it.
Otherwise bring Streak SRM6s for close range fighting.

A LOT of players prefer gauss rifle for a good reason: they deliver a
lot of damage, they generate virtually no heat, and by the time
you've used up all that ammo you're probably dead and respawned. Same
goes for the LBX20, except those don't have gauss' range. Some games
are known to outlaw clan gauss rifles, for good reasons.

If you have jumpjets, use them! Firing while jumpjeting is difficult,
but it makes you that much harder a target. In urban maps, jump on
top of buildings and snipe from there.

Almost EVERYBODY play attrition or destruction on the Zone. There's
maybe one or two King of the Hill or Capture the Flag, virtually no
Escort or Steal the Beacon.


9.2   A note about "boat mechs"

Use of "boat mechs" is frowned upon on some servers. A "boat mech" is
a mech that's configured with only ONE type of weapons. I.e. only
missiles, only lasers, only AC's, etc. This is an exploitation of
Clan omni-rack rules. A mech that has ONLY energy weapons like the
Nova Cat is technically a boat mech by design, but since you're not
exploiting omni racks it's not a boat mech in spirit.

The history of the term is a little murky. Likely, the term came from
Star Fleet Battles, a boardgame like Battletech. One of the best
configurations is known as an "Orion Phaser Boat". Orions are similar
to the Clans in Battletech. Their ships have "option mounts" that can
be configured to almost any weapon subject to "size" restrictions.
The "Orion Phaser Boat" has only phaser-1s in the option mounts. It's
hard to explain why the phaser boat is so effective without
explaining the whole SFB game mechanics, but trust me, they are so
effective, that the "phaser boat" was subsequently outlawed in
tournament play.

Apparently the term migrated over to Battletech, where a "boat" is
described as a "game mechanic exploitation" using only a single type
of weapon on a single vehicle.


9.3   What NOT to do in a multiplayer game

Do NOT shoot your own side. It makes every body mad.

Do NOT constantly commit suicide. This ruins the score of your side,
even if you were able to get a kill by doing it.

Do NOT insult or boast. Just DO it.

Do NOT switch teams in mid-game unless there's a BIG disparity in
numbers.

Do NOT lag behind and avoid action, unless you told your team that
you're the sniper or LRM fire support.


9.4   Destruction

This is straight and simple combat. Points are awarded for kills
only. Can be played in "team" mode (known as "Team Destruction"). The
rules and points are in the manual.

As only destruction is rewarded, you'll have to chase down the enemy
mechs until they are destroyed, but beware of kamikaze attacks with
high-explosives. The sides being damaged should seek to protect the
damaged mechs for as long as possible while getting kills.

There is no repair, so damage mechs will have to either play sniper,
or kamikaze. Turn off sensors. Take a shot, run, take another shot,
and contribute to the damage while not getting killed. Consider
mounting high explosives to "take one more with you" if the server
allows it.

Concentration of firepower is paramount, as it'll get you kills fast,
without giving the attacker a chance to cause more damage.

Stay together. You get mutual support and defense, as well as ability
to concentrate firepower upon a single target.

Stay back from the enemy team "respawn" point as they will appear
without notice.


9.5   Attrition

A looser version of Destruction, points are awarded for damage as
well as destruction of enemy 'Mechs. Can be played in "team" mode
(known as "Team Attrition").

As there is a bonus on destroying a larger mech, teamwork is again,
paramount. In fact, larger mechs should consider leaving the kills to
the smaller mechs to maximize the "bonus" factor. Instead of letting
the Daishi doing the final blow on another Daishi (for no bonus), let
an Uziel do it and you will gain an extra 5x50=250 pts,
theoretically.

All the stuff in "destruction" also applies.


9.6   Capture the Flag

This is a team only battle. Each team is assigned a flag. The flag
starts at the center of each team's base. The goal is to grab the
enemy flag and bring it back to your base.

As the objective is grabbing the flag, smaller mechs are needed as
the runners, escorted by other mechs. Heavy mechs should stay as
guards.

The "flag guard" heavy mechs need heavy knock-down weapons like
LBX20's to prevent the flag capture.

The runners / chasers need ECM to protect themselves. They should
probably be equipped with Streak SRMs as they're busy running and
have no time to aim. Remember the "eject flag if shut down" rule, so
load up on heatsinks and engines. Jumpjets would be a good idea in
general.

There should probably be more than one runner so that you can "pass"
the flag when one runner is too damaged to continue.

You COULD use medium or even heavy mechs as flag runners, which would
get you the firepower you need to blow past the guards, as well as
survive the flag guards.

You can even be sneaky as you attack from one side and your flag
runner gets in from the other side with passive sensors only and ECM.


9.7   Steal the Beacon

Hold the flag (a.k.a. the beacon) for as long as possible. Think of
this as a game of "tag". So steal the flag and keep running. Shutting
down / dying releases the flag.

There's two tactics you can use: either you RUN, or you FIGHT. Pick a
good brawler with decent speed like Uziel or Shadow Cat and you'll
surprise those players with light mechs like Cougar. However, pick
something TOO heavy and you won't be able to chase down the little
guys with the flag.

Don't forget the jumpjets. A mech with 360-degree torso twist like
Raven or Thanatos would be quite useful as you can shoot at all
comers.


9.8   Escort

Protect your team's VIP, while attempting to destroy the enemy VIP
and enemy 'Mechs. One pilot from each team must be the designated
VIP, while the rest are escorts. VIP maximum 'Mech tonnage is 35
tons. The VIP pilots are scored based on a Score Zone. If the VIP
reaches the SZ intact, then points will be awarded. The goal of a VIP
is to stay alive and reach as many Score Zones as possible.

The tactics are pretty simple: do what the American football players
do when they return a kick. The VIP stays in the back as the escorts
form a "flying wedge". Then the wedge charges forward into the enemy
defense, while the ball carrier looks for holes to get through. So
you need some solid fighters that moves fast, like Mad Cat or Thor as
escorts.

As attackers, you need two teams. One to push the escorts away from
the VIP, the other to charge in and take the VIP out. The anti-escort
team need to be heavy to handle the escorts, while the VIP kill team
needs to be light, yet have one set of close-range killer weapons,
like LBX20. Go in there, knock the VIP down, and blast it.


9.9   King of the Hill

Hold "The Hill" for as long as possible. "The Hill" is an area marked
by a beacon or building in the center of the map, and extends in a
100-meter radius around it. When your 'Mech is on "The Hill", an icon
will be displayed on your heads-up display (HUD.)

As kills do NOT matter, the only reason you want to make kills is
when you want to get the non-contested-hill bonus.

Heavy mechs rule in this game as they are heavy enough to last.
Smaller mechs sniping will take too long. Take close-range brawling
weapons, as enemies must come to you. The shotgun Daishi variant is
quite deadly for use in KOTH, but they will succumb to long-range
snipers.


10   Misc. Info

To be compiled later.






Now that we got that out of the way, lets get on to the good stuff!
NEWS:
12/9/00 V0.1
    Started Working on the FAQ today, after beating the game I figured I'd
write about it, plus nobody else had a FAQ up for such a great game! I just
finished the Light Mechs and the Medium Mechs, but I'll have the rest up
soon, as well as the later missions.


I: Intro to the Game

II:   The Mechs
-Mechlab
-Ports
-Type of Chassis
-Weapons
-Equipment

III:  The Pilots
-Ian Dressaries
-Casey Nolan
-Jules Gonzales
-Jen McQuarrie
-Terra Risner
-Damon Squire

IV:  The Missions
-Training
-Instant Action
-Lunar Missions 1-4
-Artic Mission 1-4
-Alpine 1-3
-Desert 1-6
-Swamp 1-3
-Urban 1-5
-FINAL MISSION

V: Other Information


I: Intro to the game
    Well, if you watched the opening cinema you learned that your family
was attacked and that nobody survived, BUT YOU! (You also got to see computer
animation at its fullest) You in the first mission that you just got back
from the clan wars, to find that your family is dead. The only member of your
family that remains is your Uncle Peter.  He takes you under his wing, and
helps you with your cause to retake your home planet and "Regain Your
BirthRight."  Are you ready?

II: The Mechs
    What's Mechwarrior without the Mechs!? Well here you are a list of the
mechs, weapons, and equipment that you'll encounter in this great game!

The MechLab: You can't blow stuff up without a Mech, so your first stop is
the MechLab. The first thing you want to do is click on "NEW" and pick your
chassis and the name for it.  Then click on the "weapons" tab up top, I
recommend hitting "strip" to take off all the weapons and start from scratch.
Now your able to add weapons, after that you may want to look at the "armor"
tab and check out the armor on your mech. The default setting is pretty good
but you may want to up the armor. Each point of Armor weights .10 Ton.
-Ports: There are four kinds of ports:
Beam Port- Only Beam weapons such as Lasers may be added
Ballistic Port- Only Ballistic weapons such as Gauss Rifles may be
added
Missile Port- Do you get it yet?
Omni Port- Any of the three types of weapons may be added
-Chassis: There are Four Classes of Mechs
    Light Mechs (30-35): Raven
                               Cougar
                               Osiris
    Medium Mechs (40-55):   Uziel
                              Chimera
                                                      Bushwacker
                                                      ShadowCat
                                                      Hellspawn
    Big Mechs (60-75): Thor
                                             Loki
                                             Catapult
                                             MadCat
                                             Vulture
                                             NovaCat
                                             Thanatos
                                             Argus

Super Size Mechs (80-100):  Awesome
                                                            Daishi
                                                            MadCat MKII
                                                            Atlas
                                                            Mauler

Light Mechs:
    Raven: Weight-35 Ton
                         From: Inner Sphere
                         Jump Jets: No
This is a fairly good Mech for Capture the Flag on Multi-Player. Its speed is
the one of the fastest Mechs only matched by the Osiris. Use it for a
"runner" but other than that it rarely used.

Cougar: Weight-35 Ton
           From: Clan
                           Jump Jets: Yes
This is my favorite light Mech; its speed can match that of a Raven, and it
has more ports, this is also a good "kamikaze" Mech, due to the fact that you
can fit two high explosives on the arms and have a very high top speed. This
also makes a good chase or runner. The addition of jump jets also allows for
better movement.

    Osiris: Weight-30 Ton
        From: Inner Sphere
        Jump Jets- Yes
A good Mech, the fastest around, but it lacks the weight for many decent
weapons, I don't use this Mech often, but it has a medium size ballistic port
on its torso.  Another very good runner Mech.

Medium Mechs:
    Uziel: Weight-50 Ton
    From: Inner Sphere
    Jump Jets: Yes
I gotta say that I love this Mech, it is great for the campaign, but its not
my favorite mech for multi-player.  I think that for the first few mission
you may want to try the Scat, but then I'd recommend using this one.  But
TAKE OFF THE ERPPC's! The only people who should keep them on are the most
experienced Mechwarriors, you will over heat FAST.

    Chimera: Weight-40 Ton
    From: Inner Sphere
    Jump Jets: Yes
To be honest, I've never used this mech, to me it looks very strange, and it
only has three ports, one missile, one beam, and one ballistic.  I prefer the
Scat over this mech, but if the shoe fits wear it!

    Bushwacker: Weight-55 Ton
    From: Inner Sphere
    Jump Jets: No
This is my one of my favorite mech, and the only reason it's not number one
is the lack of jump jets.  All in all it's a very good mech, you can fit many
good weapons on this mech, and its shape makes it rather hard to hit. All in
all one of the best Mechs out there!

    ShadowCat: Weight-45 Ton
    From: Clan
    Jump Jets: Yes
This is defiantly my favorite mech, its speed, size, and abilities make it a
very deadly mech, the stock version of this mech is pretty bad.  But I've
found that I can fit a nice assortment of great weapons on this mech.  Its
Jump Jets allow it to go many places other Mechs can't.

    Hellspawn: Weight-45 Ton
    From Inner Sphere
    Jump Jets: Yes
Another well-designed medium mech, many online players are very agile in this
small mech, although its small it packs quite a punch. Think of it as a small
Thor or Loki.


Big Mechs:





Super Sized Mechs:




III: The Pilots:

Ian Dressaries: Hey that's you! Yes in MW4 you take the role of Ian, he's as
good as you make him, and whatever you do, don't get him killed ;-).  You'll
learn more about him as the game goes along.

Casey Nolan: (Selectable lance mate: Always) Casey is your uncles right hand
man, he's with you from the start (he's even a lance mate on your first
mission) But I really don't recommend bringing him in the field with you
until you have the choice of three lance mates. His skills are all average.

Jules Gonzales: (Selectable lance mate: 2-4). This guy is a very cool guy,
he's your lance mate for the first few missions, but he's your commander.
He's also a very good gunner, I personally use him whenever there are two
lance mate slots, he being the second one.

Jen McQuarrie: (Selectable lance mate: 2-1) I ALWAYS bring Jen, he's not only
a good pilot she also knows what she's doing.  By the end of the game all of
her stats were fully green, BRING her along, and whatever you do DON'T get
her killed, she is your best pilot!

Terra Risner: (Selectable lance mate: 4-6) After freeing her she will become
accessible, She's a very good pilot, by this time you have the option of a
third lance mate, I usually ditch Casey and add Terra.  I usually put her in
a mauler or another large mech, but with such a big mech she sometimes lags
behind.

Damon Squire: (Selectable lance mate: 6-3) He is a very good Mechwarrior, but
he only plays for one mission. I put him in instead of Terra, but he is a
good pilot.  He is a very good pilot in any Mech.


IV: The Missions:

Training: This is HIGHLY recommend for the new players to the Mechwarrior
Series.  I did it anyways to see how the game differed, and I recommend it
for everyone.  Listen and do as the instructor says there is no reward for
this, and its totally optional. You can also set up your controls through
this, which is what I did.

Instant Action: Through this option you can play any level within the game
without even beating it!  That is besides the final battle, this is good for
practice, and to beat these levels just refer to the rest of this
FAQ/Walkthrough.

Lunar 1: For this mission you're stuck with a ShadowCat, which isn't to bad,
you will have two lance mates (which you cannot order around, yet).  Your
main objective is to take out the communications station.  This is located at
the far end of the map, but the first thing you want to do is to take out the
Missile Turrets.  Run around the inside of the crater looking for them, once
you've made a complete circle take out all the red dots on radar. Once this
is done you'll receive a radio call from Uncle Peter telling you to take out
the comms towers. Keep shooting it with the pulse lasers until your Clan ER
Large laser is charged, then shoot it with that, also followed by some
missiles.  But keep fire on it, and don't get discouraged it takes a while to
do this with a stock scat.

Lunar 2: ShadowCat again, here you will take out three SCUD launchers, why, I
have no idea.  But you get your first shot at enemy Mechs in this level.  You
will run into an "Osiris" it should be to much of a problem, but take both of
them out as well at attacking the three launchers, try to take out the
Bulldogs, for a few fireworks blow up the fuel trucks from a distance away,
the explosion will hurt surrounding vehicles so if an Osiris is around one
try to concentrate fire on the fuel trucks.  Gonzales will help you out on
this mission, but he cannot win it for you.  Take them out and head to the
next waypoint. (Check training).

Lunar 3: By now I believe you've picked up an Uziel.  I recommend sticking
with the Scat.  The speed will help you avoid enemy Mechs, and if your slow
the Dropship's weapons.  What you want to do on this mission is attack the
"APC's" around the Dropships. There are three for everyone Dropship, take
them out then take out the Dropship itself.  Ignore all other enemies; your
lance mates will take care of them.  There are three, so it shouldn't be that
hard, just keep moving and concentrate on those APC's and the Dropships.

Lunar 4: Now you're learning, but this mission may discourage you.  You need
to protect the base, and it's not easy.  I recommend bringing the Uziel, your
going to need some power too. The first thing you should do is to take out
any LRM launchers on your screen, then go after the Mechs closest to the base
as well as the Dropship. You're on defense this time if you're not ready then
try this mission through Instant Action with larger Mechs to get used to
where and when you have to be.

Other Missions Coming SOON!

V: Other
Your Questions:
This being the first version, I have no questions from you yet, if you do
have questions please feel free to email me at Black_Matrix02@yahoo.com

Credits/Shoutouts:
Black Matrix, me of course! I wrote this thing when I should be working on
Pre-Cal or Chem., heck or even playing the game!

Clan Ghost Bear (Of Mechreg): CLAN GHOST BEAR FOREVER! The Inner Sphere will
fall to the clans! Jimeni, Twist, We gotta play soon! Everyone else GET the
game! Heh

Idiots 1&3: Tyler, you gotta find another Mech besides that Loki, and Jon, I
gotta help you out!

That's it for now! It's been fun, and Mechwarrior 4 is GREAT! See you online
sometime!
AIM: Shigma 2002
Email: Black_Matrix02@yahoo.com
Zone Friends: CGBxBlackMatrix
GameFaqs: Black_Matrix or Shigma






MechWarrior 4: Vengeance

Kentares on sixty tons of missiles a day: Tactics

MechWarrior 4: Vengeance is very good at making you feel powerful. If an
annoying
tank is poking at you with its puny little cannon, you can just step on it. If a
building is getting in your way, a few seconds of firepower will reduce it to
rubble. The very ground trembles between your feet.

Then a Steiner MadCat Mk II neatly shears your legs off with a quick gauss rifle
barrage, and you suddenly don't feel so powerful after all.

The purpose of this guide is to help you make the journey from baffled scrub to
semi-accomplished MechWarrior. Perhaps you're the sort of player who gladly goes
into Instant Action in a ShadowCat against two Daishis and two Awesomes, pitting
your gauss rifle against their PPCs and LRM 10s. If you understood that previous
sentence, this guide probably won't help you much. You are already on the right
track. If the battle tactic "Run right up to the enemy and mash all the buttons
on your joystick until it's dead." is still a sadly recent memory for you, read
on....

The Basics: How To Kill A 'Mech
The heart and soul of MechWarrior 4 is killing enemy 'Mechs. That's your job,
and
it's not an easy one. Learing a few basic principles, however, will make your
job
much easier.

A 'Mech is split up into body parts (center torso, left torso, right torso,
right
arm, back, head, etc.). Each part has armor. When you shoot a body part and its
armor is gone, you do internal damage. Some internal damage destroys weapons. Do
enough internal damage and the 'Mech dies.

What this means is that the quickest way to kill an enemy is to focus as much
damage as possible on a single area. If you do ten points of damage to each body
part of a 'Mech, it won't even be breathing hard. Do all that damage to the
torso, however, and the 'Mech is dead. Nothing is more frustrating than fighting
a 'Mech that has lost all of its armor on all of its body locations but is still
running around merrily shooting at you with all of its weapons. It should be
dead, but it's not.

So what do you do about it? First, focus on weapons that do a lot of damage in a
single punch. All other things being equal, one gun that does ten points of
damage is worth more than two guns that do five points of damage. The bigger gun
will do more damage to one spot. Similarly, weapons that tend to spread damage
along several locations (such as a spray of Long Range Missiles) are sometimes
less effective at scoring quick kills.

When you get a chance in combat—when an enemy is running at you from long range,
for instance—focus your firepower on one spot on the torso. When a 'Mech has one
spot that's sparking, aim for that spot, since it's already damaged. While
shooting off an arm or leg does weaken a 'Mech's ability to move and fight, it
doesn't bring it that much closer to actually being dead. In the long run, the
torso is a better target.

Battle Strategies
In a first-person shooter, circle strafing is the best tactic. Basically, you
move sideways while turning, so that you circle the enemy while keeping it in
your sights at all time. This is the gold standard of first-person shooter
strategies. In MechWarrior 4 you can't walk sideways, so you have to adapt.

The best basic move to learn is circling while torso-twisted. Basically, you
torso twist to one side so that you are looking at the enemy, move forward at a
good speed, and turn so that you are circling your foe while constantly keeping
it in your sights. It's the 'Mech equivalent of circle strafing, and the game
tutorial gives you a good chance to practice this move. This way you can bombard
your enemy and, at the same time, be in constant motion. It takes practice to
get
this maneuver down, but it's the best place to start.

Whether fighting the computer or humans, it's a very good idea to keep moving.
It
makes it much more difficult for an opponent to get a missile lock on you, and
of
course it's harder to hit you with direct weapons. Also, even if the enemy gets
a
lock-on and fires some LRMs as you, it is actually not that tough to dodge them
if you're already moving quickly.

The distance from which to circle your foe depends on the weapons you are using.
One of the strengths of large lasers, Particle Projection Cannons, and gauss
rifles is that you can circle your enemy at three hundred meters or more and
still shoot. Even on Elite difficulty level, your enemies will have a hard time
hitting you if you circle them at a distance.

When playing single-player missions with lancemates, other tactical options are
open to you. While your assistants distract your foes in dogfights, you can
stand
a safe distinct away and snipe. You will often find that you are much better at
focusing on specific and vulnerable target areas than your helpers are, and
while
their 'Mechs can be destroyed without ending the mission, yours can't. So feel
free to stay a safe distance away from the brawl, zoom in your targeting
reticule, and hammer away at enemy torsos with direct weapons. When an enemy
zooms in on you, run away for a little bit, and, when it forgets you, start to
snipe again. This tactic will be a great help in much of the single-player game.

Take advantage of long-range weapons. Always advance slowly, and, when an enemy
comes into range, take the opportunity to snipe at it with a few shots and let
it
come to you. You can often heavily damage an enemy 'Mech before it gets you
within range. Even better, you can frequently destroy turrets entirely before
they can take a single shot at you.

Finally, forget about honor. Shooting people in the back is the way to go. If
you
see an enemy running somewhere, start to tail it, then shoot it in the back as
rapidly as you can. Back armor is always weaker. Always remember: being cowardly
is bad. But it beats the heck out of being dead.

The MechLab: Your New Best Friend
The MechLab is the screen you can use to customize your 'Mech. You can change
weapons, add ammo, and tinker with your armor and heat sinks. Sometimes it's
easy
to be lazy and not use it. After all, each 'Mech already comes with a mix of
weapons and your controls are automatically configured to fire them. Just as you
wouldn't play all the way through Quake using the shotgun, however, you
shouldn't
be content with what you're given. You can do much better.

MechWarrior 4 is based on FASA Corp.'s BattleTech boardgame, and to maintain
faithfulness to the original source, all of the 'Mechs have the same weapons
they
had on paper (though damage values and other parameters have been adjusted
slightly). What works really well in a board game, however—where you have time
to
carefully think and plan each shot—doesn't necessarily work so well in the heat
of combat. In a computer game, you have to scramble to steer and aim, and you
may
only have a split second to choose a weapon and fire.

Consider the Thor, one of the classic 'Mech designs. It has AC5 autocannons,
medium lasers, an LRM 15, and a machine gun, plus jump jets. In the board game,
this works great. In the PC game, however, you probably won't be fighting at
full
efficiency. The default weapons groups have your weapons scattered among the
fire
buttons, making it difficult to fire different sorts of weapons simultaneously.
Long-range missiles are almost worthless without a lock-on, which can be
difficult to get. In a close range dogfight, when you get your target in your
sights, your good weapons may be on different buttons, so you won't be able to
hit the enemy with everything you have. The machine guns hardly do any damage at
all. And if your play style doesn't involve jumping, jump jets are a lot of
wasted weight.

So what should you do? First, remember your goal. You need to do a lot of damage
to one location on each enemy 'Mech. That means that tiny weapons (like machine
guns, flamers, and the smaller pulse lasers) are suspect. So are combinations of
weapons that hit the target at different times (such as autocannons combined
with
lasers). You might want to consider switching from a mix of different weapons to
several of the same type of weapon.

Also, figure out which sort of weapon you like best. Most players have a
preference for a specific sort of weapon, such as PPCs or LRMs. If there is a
sort of weapon which goes along with your play style better than any other (and,
given time, there probably will be), start replacing the weapons that annoy you
with the ones you like. Avoid any 'Mech chassis that won't let you have your
preferred weapon types. Give those 'Mechs to your lancemates.

Now suppose that you have the perfect weapons mix in mind, but it weighs just a
little bit too much. There are ways to make a little bit more room. If you have
jump jets but you find that you never jump, you can free up several tons by
getting rid of them. You can free up tons by reducing your maximum speed,
dropping heat sinks, or reducing your armor. These are extreme solutions, but
the
increase in firepower may be worth it.

Also, don't forget to give your guns and missile racks at least a ton of extra
ammo. Nothing makes an extended mission more aggravating than having to conserve
shots.

Of course, having all of these guns won't do you any good if you can't fire them
when you want to....

Setting Your Weapon Groups
Most joystick controllers have three weapons triggers, each of which can be set
to fire several of your 'Mech's weapons. Each 'Mech is configured with default
weapon groups. Usually, the repeating weapons (such as pulse lasers) are set to
the forefinger trigger, and the other weapons (large lasers, autocannons, LRMs,
etc.) are set to the thumb triggers. Unfortunately, this isn't necessarily the
best set-up for maximum carnage in the heat of combat.

When you get your target in your sights, you want to be able to pull a single,
easy to reach trigger and launch all of your appropriate weapons simultaneously,
so that they are all sure to hit the target in roughly the same spot. Also, it
is
best to put all of the best weapons on the button you have the easiest time
reaching (usually the forefinger trigger).

Use the thumb triggers for other groups of weapons. If there's a special sort of
weapon (such as an LRM, for the occasional long-range attack), assign it to a
button of its own. Also, if all of your weapons are attached to the main
trigger,
assign just a few weak weapons to a different trigger for shooting small things
(like tanks or choppers).

In general, it's a solid and simple principle. Figure out what your core,
preferred weapons are. Put a lot of them on your 'Mech, with a good ammo supply.
Then put all of them on the trigger you are most comfortable with. This will put
you in a good position to do some serious damage.

Using Your Controls
If you don't have a joystick, this might be a good time to get one.
Unfortunately, while many action games are best played with the mouse and
keyboard, controlling a 'Mech is much more complicated. You have to choose from
a
variety of different speeds, torso twist, and do any turning and aiming that
might be required.

If you're determined to use a keyboard, however, there is hope. First, be sure
to
set the mouse to control the torso. This will make it much, much easier to aim.
Second, change your weapons groups so that the mouse button fires all of your
key
weapons. You will probably have enough trouble hitting all of the correct keys
on
the keyboard without having to lurch for the Help and Home keys as well.

Finally, you will need to rely on your lancemates a lot, since it's can be
difficult to maneuver nimbly in a dogfight using the keyboard. Try to control
your lancemates carefully and support them using sniper tactics.

Using Your Lancemates
In the single-player campaign, lancemates are a necessary tool for your
survival.
Unless you are extremely skilled, you won't be able to handle everything by
yourself. Lancemates provide an excellent buffer between you and your foe. After
all (at the risk of sounding callous), if a lancemate gets blown up, you merely
are unable to use him or her for a little while. If you get blown up, game over.

Another great thing about lancemates is that they're pretty good in a fight. If
you're not the best warrior in the world, they can take up the slack. First you
have to learn how to control them, however.

While they can operate without any orders from you, this tends to be an exercise
in frustration. You will find that they tend to fall well behind you when you
are
running somewhere, and they will tend to fire at different enemies, instead of
concentrating their fire on one foe.

To give an order to all of your lancemates at once, hit F4. You can then make
sure that they all follow you by hitting F3. A better way to control them,
however, is to target a strong enemy. Hit F4 (for select all), and hit F1 (for
attack target) and they will all move quickly towards your designated target. By
getting them all to focus their fire on one foe, you reduce the amount of
firepower that the enemy can direct at you more efficiently.

Also keep in mind that lancemates aren't necessarily as good as you are at
concentrating fire on one damaged spot. Try sniping. Let the lancemates take the
brunt of the action while you stay safely back and fire carefully targeted shots
at vulnerable enemies.

Choose Your Weapon
There are three different classes of weapons, essentially. Each has its plusses
and minuses, but, before long, you'll probably find you prefer one over the
others.

The first class of weapons is missiles. There are long, medium, and short-range
missiles. To hit something with a long-range missile, you probably need to get a
lock-on. You get a lock-on by keeping the targeting reticule on your target for
several seconds, which can be extremely difficult (especially if they are
moving,
or if you are moving, or if both of you are moving). To hit something with a
short or medium range missile, you aim in the correct direction, press the
trigger, and hope.

While missiles do solid damage and generate little heat, they are very difficult
to use effectively. Unless you can get a lock-on, they are difficult to aim.
Even
if you do hit, the spray of missiles will probably strike your enemy in multiple
locations, minimizing their impact. You will run out of ammo quickly, and even
if
you do fire an LRM with a lock-on, a hit is far from guaranteed.

If you really like missiles, STRK missiles work like SRMs but they automatically
get lock-ons. This makes them much easier to use, but you would probably still
be
better off with autocannons.

The second class of weapons is projectile—autocannons and gauss rifles. These
weapons do solid damage, generate minimal heat, do all of their damage in one
location, and are easy to aim.

Their first drawback is obvious. They use ammo, so you can't fire
indiscriminately. Adding a mere one or two more tons of extra ammo in the
MechLab
will give you enough bang to last through even a long mission, however. Also,
you
can get more ammo from field bases and 'Mech Repair Bays.

The second problem is the need to lead the target. Autocannon shots take time to
reach the target, which makes these weapons less effective against targets at
long range. Gauss rifles shots, on the other hand, reach the target instantly,
which makes them extremely effective. The combination of heavy punch in one
location and easy aim makes all varieties of gauss rifle excellent choices in
battle.

The final class of weapons is beam—lasers and PPCs. These are extremely powerful
weapons. They are common in salvage, they do excellent damage, they don't
require
ammunition, and the ray they fire is instant or nearly instant, so they are easy
to aim. The NovaCat is one of the most popular 'Mechs for dedicated MechWarriors
because of its capability to bear a wide variety of beam weapons. Give it two
large lasers and two PPCs or as many medium lasers as it can carry and boost its
heat sinks and you have a 'Mech that can carry you to the end of the game.

Beam weapons have one serious drawback: heat. Were it not for the warmth these
weapons generate, beam weapons would easily beat everything else for power and
versatility. Don't be afraid to shed weapons and speed and fill the open space
with extra heat sinks. If using a beam-heavy 'Mech, the most important goal is
to
make sure you can fire your weapons as fast as you can for several volleys
before
you are forced to let them to cool off.

Finally, be sure to experiment with pulse lasers. They can fire a lot of shots
in
a short time, so they're much easier to aim. On the down side, it can be
difficult to focus the damage on a wounded location, so they may be more
difficult to use in the long run.

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