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MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)
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MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)
MechWarrior 4: Mercenaries - Walkthrough (English)
MECHWARRIOR 4: MERCENARIES WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.7 03/01/2003
Table of Contents
1-Disclaimer
2-Update History
3-History Briefing
4-Mercenary Units Briefing
5-Weapons Briefing
6-'Mechs Briefing
7-Vehicles and Misc Enemies Briefing
8-Lancemates briefing
9-How to costumize a 'Mech
10-General Tactics
11-Multiplayer Tactics
12-Walkthrough
13-Roads
14-Glossary
15-Credits and misc
************
1-DISCLAIMER
************
All names and marks are property of their respective owners; this document is
copyright of Briareos Kerensky: unauthorized reproduction of this document as
it is or in part is forbidden; to ask authorization send a mail to me
(briareos@inwind.it). Do not send mails asking CD keys or other personal codes
which changes with every CD package: every softhouse has its own way to use
these keys, and I won't deny myself the possibility to play online a game only
because someone has "lost the package" or "the package is corrupted".
If some sections have cheats in them which includes alteration of hex codes,
renaming files, creation of new ones, I will not answer of HD formatting, lost
datas, World Wars, nuclear explosions, invocation of demons of any kind or any
other damage derived from those operations.
I'm Italian, so do not pay attention to the many mistakes I'll do in spelling,
grammar construction and so on.
Last thing, if you are going to e-mail me, remember that my name's not Brian.
Really. Full nick will be pleased. Thanks you.
Now have fun.
****************
2-UPDATE HISTORY
****************
03/01/2003-version 1.7. Revamping of the 'Mech section and update of the others
started. It's wonderful to see so much feedback for the lack of only one 'Mech
in that section...well, I that 'Mech (the Adder, or Puma in the Inner Sphere)
is one of my favourites too, so it was only a matter of time to see it online.
However it has no stats, just begun with the 'Mechs, but still working on that.
27/12/2002-version 1.6. Walkthrough completed. Next time, revamp of 'Mech
section as well as revision and updates to all other sections. 200 kilos
reached and passed.
24/12/2002-version 1.4. Happy X'mas, though I do not really like this holidays
(not just this year...BTW, story too long to be told here). Walkthrough and
other sections updated. Added one section, Glossary. The Walkthrough has almost
every mission for both neutral and Steiner side. Davion-only and other neutral
missions will be added soon, as well as a total revamp of the 'Mech section.
16/12/2002-version 1.3. Continued updating of the sections, Solaris section
should be completed and walkthrough started, with Halloran V completed. And
document passed 100 kbs already. Whoo-hoo!
11/12/2002-version 1.2. Main addition is the whole Solaris VII walkthrough,
almost complete (98%).
Some updates in all other sections. As someone already noted (and sent e-mails
to me), weapons and 'Mechs stants are different. I'm revamping them already,
don't worry.
01/12/2002-version 1.0. First sections only, the document is still in first
phases but has few infos on the new things.
******************
3-HISTORY BRIEFING
******************
When Victor Ian Steiner-Davion returned after having defeated Clan Smoke
Jaguar, he found himself in a dangerous position: his sister Katherine, seceded
the Lyran part of the Federated Commonwealth, causing a massive civil war to
disrupt probably the most powerful of the Successor States. Now the two warring
factions are calling for whatever support they need, including Mercenaries.
You, a young MechWarrior who applied to the MRBC (Mercenary Reviews and Bonging
Commission), found offers from four of the most poweful mercenary units in the
Inner Sphere, the Kell Hounds, the Wolf Dragoon's, the Gray Death's Legion and
the Northwind Highlanders. They offer you a independent command with the
ability to chose which contracts, 'Mechs, personnel and even loyalities take.
Make your choice, now.
**************************
4-MERCENRAY UNITS BRIEFING
**************************
(note: all infos here have been taken from official BattleTech books, mostly
from the Field Manual: Mercenaries sourcebook)
---------------
--KELL HOUNDS--
---------------
Founded my Morgan and Patrick Kell in 3010, the Kell Hounds always had a great
financial wealth, as the Kell family has ties with the Steiner family.
The Kell Hounds, when the Clan invasion begun, had 3 full regiments of the most
advanced machines in the Inner Sphere, but this was not enough to avoid that
Phelan Kell, son of Morgan, was captured by Clan Wolf during an anti-pirate
operation in the Periphery.
The Kell Hounds, along with the Wolf's Dragoons, fought in every major
engagement of the Clan Invasion and in Operation Bulldog, where they displayed
incredible skills even when facing men and women bred to wage war.
Meanwhile, Phelan Kell became Khan of Clan Wolf, and later guided the Warden
faction of the Clan to Arc-Royal, homeplanet of the Kell Hounds and the Kell
family. The two armies lived together since then, and this gave both sections
some benefits: Clan Wolf-in-exile now has full prodcution facilities and a
homeplanet, and the Kell Hounds have limited access to Clan technologies.
The coming of Clan Wolf on Arc-Royal and the Civil War also made the Kell
Hounds secede almost every contact with the Steiner family, and declared
themselves neutral to the matter (though both Phelan and Morgan poses greater
faith in Victor Davion than Katrina); not enough, they formed the ARDC,
Arc-Royal Defense Cordon, a congregation of few planets that constantly wath
for Clan invasions in the Inner Sphere.
Playing with the Kell Hounds mean that most technology will be Inner Sphere
oriented, with few Clan items and chassised to buy; most Clan-tech will be
acquired through salvage; Inner Sphere 'Mech tend to be Steiner-based, so
expect some rude firepower from almost every single chassis bought in the free
market.
Hounds players start with 1 Flea, 1 Osiris and 2 Wolfhounds and 5.500.000
C-Bills. They have access to Clan technology earlier than the Legion or the
Highlanders, but do not have immediate access to it like the Dragoons.
-------------------
--WOLF'S DRAGOONS--
-------------------
The Wolf's Dragoons literally appeared in the Inner Sphere in April 3005 and
were hired by the Federated Suns. This unknown mercenary unit had warriors of
great skill and was armed with only Star League-era BattleMechs, machines and
technologies long lost by the Successor States. Then, the Dragoons fight for
and against every Great House of the Inner Sphere; in 3050, when the Clans
attacked for the first time, the Dragoons summoned all Successor Lords to their
planet, Outreach, gave to them by Hanse Davion for their exceptional braveness,
and uncovered a shocking secret: the Wolf's Dragoons were formed by the Clans
to probe the strenght and weakness of the Inner Sphere, in order to gather more
informations in case of an invasion. Even before then, in 3019, the Wolf's
Dragoon ceased all contacts with the Clans, with a final task gave by Khan
Kerlin Ward of Clan Wolf: to train the Inner Sphere against the Clans. When in
3051 the Clan invasion begun again, the Dragoons stood against the Clans
side-by-side by the now-united Great Houses and later with the new Star League.
The Wolf's Dragoons have also insituted the MRBC and offer several types of
alternate services (technical, training, etc etc) for every mercenary unit
subscribed to the MRBC.
As for now, the Wolf's Dragoons have took no position in the FedCom Civil War.
As the Wolf's Dragoons have full blueprints and manufacturing facilities to
produce Clan-level technology, it is garaunteed that they won't face any kind
of threat out-gunned or out-classed. Dragoon players will always found their
free-market screen with Clan chassis and weapons; this means a great advantage,
but also a more oculate use of the money gained: it is easy to find yourself
out of money "just" beacuse you bought a Daishi and 5 ER PPCs. Inner Sphere
'Mechs came from all over the Inner Sphere, and you'll be able to choose from
the entire stack of 'Mechs with relative freedom.
Dragoon players start with 2 Cougars, 4 Fleas and 2 Ullers and 4.500.000
C-Bills plus some Clan-tech weapons.
---------------------
--GRAY DEATH LEGION--
---------------------
The Gray Death Legion is very famous for one thing: the Star League memory core
they retrieved on Helm, which gave them access to blueprints for infantry
armors and Lost-Tech weapons, as well as civilian technologies that aided the
entire Inner Sphere.
However, aside this technological edge, the Gray Death Legion is renowed for
its resourcefulness and heoric stands.
Founded in 3024 by Grayson Death Carlyle, which led a former Lyran unit against
a Draconis Combine commando on Trell I; starting with a 'Mech and a motorized
infantry unit, the unit captured Combne supplies and 'Mechs, eventually driving
them off-planet.
The Legion is one of the few mercenary units that escaped the Clan's fury and
gave them a partial defeat, having retreated succesfully from Sudeten against
the Jade Falcons.
In 3056, Carlyle swore an oath of fealty to Victor Davion, which gave them the
world of Glengarry as landhold. However, Skie separatists attacked when the
Colonel was still on Tharkad; the Legion drove back the assault, but a very
high cost.
The Legion rebuilt, but the newly formed Lyran Alliance striked at them, as the
governement cited that the Legion was siding with Caledonian rebels. The Legion
hold again, and again, was on the verge of destruction.
Katrina Steiner recognized Glengarry as the Legion landhold, in exchange of a
pledge of loyality, but there's little reason that the Legion would keep it
until the end of the Civil War.
Thanks to their Star League memory core and alliance with the Lyran
Commonwealth, the Legion has access to some of the most advanced Inner Sphere
weapons, and can start with full access to X-Pulse Lasers; they also have
access to Lyran 'Mechs, which gave them a great firepower in exchange of
tactical flexibility and speed.
Legion players start with 1 Raven, 1 Owens, 1 Osiris, 1 Hellspawn and 1 Flea
and 8.000.000 C-Bills plus some Lost-tech weapons.
------------------------
--NORTHWIND HIGLANDERS--
------------------------
Highlanders players start with 2 Chimeras, 2 Fleas, 2 Osirises and 2 Ravens and
6.500.000 C-Bills. Northwind Highlanders also have contract payments raised by
approx 20%, making the unit well suited for beginners or someone not good with
finances.
*********************
5-WEAPONS TECHNOLOGY
*********************
Before the description of every single weapon and equipment, here is a brief
description of the categories.
MW4 introduces the concept of weapon bays: a certain weapon bay can accept only
determinated types of weapons (energy bays=energy weapons only and so on),
though Omni bays can accept every kind of weapon. Note that these bays are also
limited by dimensions, so not all weapons will fit in a given type of
hardpoint. This makes the configuration of "official" 'Mechs somewhat different
from how are knew by BT player.
+ Energy weapons (red): energy weapons uses massive amounts of electricty
produced by the 'Mech's reactor, and they can be fired without ammunition
problems. This advantage is balanced by the large amounts of waste heat that
they produce: the only way to dissipate this heat is to mount extra heat sinks,
which compensates for their relatively light mass and compactness. Range and
firepower increases in proportion.
+ Ballistic weapons (yellow): these weapons must be fed by ammunition: this
limits the times the weapon can be fired, and ammunitions explode when struck
by weapon fire. They do not produce large amounts of heat, but are bulky and
weight a lot. Lighter models have a longer range but less firepower; heavier
models have more firepower than range, and carries less ammo.
+ Missile weapons (green): like ballistic weapons they use ammunitions, and
each launcher fire a specified number of missiles in a single salvo.
Missiles are explosive, and they produce moderate amounts of heat. Damage is
spread among the whole target, and not concentrated like other weapons.
+ Equipment: this category contains the larger variety of accessories a 'Mech
can mount. They include alternative type of armors, heat sinks and EW
(Electronic Warfare) suites.
Note: MW4: Mercs added new weapons (also counting the ones in Black Knight and
the 'Mech Packs): X-Pulse Lasers (3 versions), Streak MRMs (4 versions), Rotary
AutoCannons (2 versions), Heavy Gauss Rifles, full range of standard and Ultra
AutoCannons; Thunderbolt missiles have been renamed Arrow IV Thunderbolt.
Bombast Lasers and High Explosive and have also been removed.
Also, damage, range and heat stats may ahve changed: Pulse Lasers are a good
example of that.
------------------
--ENERGY WEAPONS--
------------------
STANDARD/ER LASER: Lasers fire a beam of coherent light, producing damage
through the extreme temperatures that the beam reaches; standard lasers have a
medium/short range but the ER version has longer ranges, especially in their
Clan versions; in fact, the Clan ER Medium Lasers have a range value roughly
equivalent to the Inner Sphere standard Large Laser; ER versions have a greater
heat value but maintain the same damage values; Medium and ER Medium are good
back up weapons for every kind of 'Mech.
Name: LARGE LASER
Technology: Inner Sphere
Range: 600 meters
Damage: 7,5
Heat: 6
Recycle rate: 6
Size: 2
Weight: 5 tons
Cost: 482'109 C-Bills
Name: MEDIUM LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 2
Heat: 1,5
Recycle rate: 3
Size: 1
Weight: 1 tons
Cost: 127'111 C-Bills (if someone's wondering why I didn't wrote the Medium
Laser cost for so long, I say that it is *incredible* that you get only an
handful of them at the Free Market and salvage *tons* of them...that's why,
after two or three missions the Free Market runs out of Medium Lasers)
Name: SMALL LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 1,25
Heat: 0,85
Recycle rate: 2
Size: 1
Weight: 0,5 tons
Cost: 84'876 C-Bills
Name: ER LARGE LASER
Technology: Clan
Range: 800 meters
Damage: 7,50
Heat: 9
Recycle rate: 5
Size: 2
Weight: 4 tons
Cost: 541'406 C-Bills
Name: ER MEDIUM LASER
Technology: Clan
Range: 400 meters
Damage: 2,45
Heat: 2,5
Recycle rate: 3
Size: 1
Weight: 1 tons
Cost: 164'912 C-Bills
Name: ER SMALL LASER
Technology: Clan
Range: 200 meters
Damage: 1,60
Heat: 1,15
Recycle rate: 2
Size: 1
Weight: 0,5 tons
Cost: 111'232 C-Bills
PULSE LASER: Pulse Lasers fire a stream of four laser beams instead of the
single one of standard and ER lasers; they produce more heat than standard
lasers but the amount generated is equivalent to ER lasers (both versions); it
is possible to "walk" this prolonged beam, making hitting a single target
easier, and have a very low recharge time, making them efficient at close
range. Clan versions have a longer range, roughly the 50% more of Inner Sphere
versions.
X-Pulse Lasers are an Inner Sphere innovation that works as an "update" to
normal Pulse Lasers: by amplifying the emitters, the dmage value has been
greatly increased, in exchange of much more heat generated. Rage values are the
same of Inner Sphere Pulse Lasers.
Name: LARGE PULSE LASER
Technology: Inner Sphere
Range: 650 meters
Damage: 4
Heat: 5
Recycle rate: 0,75
Size: 2
Weight: 7 tons
Cost: 692'120 C-Bills
Name: MEDIUM PULSE LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 1,10
Heat: 1,25
Recycle rate: 0,50
Size: 1
Weight: 2 tons
Cost: 205'276 C-Bills
Name: SMALL PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,45
Heat: 0,40
Recycle rate: 0,25
Size: 1
Weight: 1 tons
Cost: 135'285 C-Bills
Name: LARGE X-PULSE LASER
Technology: Inner Sphere
Range: 700 meters
Damage: 5,75
Heat: 7
Recycle rate: 1,75
Size: 2
Weight: 5 tons
Cost: 599'684 C-Bills
Name: MEDIUM X-PULSE LASER
Technology: Inner Sphere
Range: 400 meters
Damage: 2,25
Heat: 2,60
Recycle rate: 0,75
Size: 1
Weight: 3 tons
Cost: 343'203 C-Bills
Name: SMALL X-PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,80
Heat: 0,85
Recycle rate: 0,30
Size: 1
Weight: 1,5 tons
Cost: 220'754 C-Bills
Name: ER LARGE PULSE LASER
Technology: Clan
Range: 800 meters
Damage: 4,50
Heat: 5,60
Recycle rate: 0,75
Size: 2
Weight: 6 tons
Cost: 849'566 C-Bills
Name: ER MEDIUM PULSE LASER
Technology: Clan
Range: 400 meters
Damage: 1,20
Heat: 1,35
Recycle rate: 0,50
Size: 1
Weight: 2 tons
Cost: 241'266 C-Bills
Name: ER SMALL PULSE LASER
Technology: Clan
Range: 200 meters
Damage: 0,55
Heat: 0,60
Recycle rate: 0,25
Size: 1
Weight: 1,5 tons
Cost: 170'836 C-Bills
STANDARD/ER PPC: the PPC fires particles. Both versions produces high amounts
of heat, and and among the most powerful weapons (in fact, the Clan version is
the most powerful weapon in this game) in this game; the "projectiles" are
fast, but slower the laser ones; they pass AC shells and missiles and matches
Gauss' ones, however. They are extremely bulky though the Clan version is
lighter. The standard version (available only to Inner Sphere units) has a
shorter range but produces less heat. Recharge times are long, but it is highly
recomended. When hit by PPC fire, a 'Mech will suffer a limited short-circuit.
Name: PPC
Technology: Inner Sphere
Range: 850 meters
Damage: 12
Heat: 11
Recycle rate: 6
Size: 3
Weight: 7 tons
Cost: 392'411 C-Bills
Name: ER PPC
Technology: Clan
Range: 1,000 meters
Damage: 16
Heat: 16
Recycle rate: 8
Size: 3
Weight: 6 tons
Cost: 718'666 C-Bills
FLAMER: the flamer taps hot gases directly from the reactor, creating an hot
stream of flames; the flamer do not produce too much heat and when the stream
hits the target, its heat level will increase, plus creating light damage. If
hit, the target will catch fire for about 5 seconds, and it will be illuminated
for this period of time; a basically useless weapon, but good if you want to do
picnics.
Name: FLAMER
Technology: Inner Sphere
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 1 tons
Cost: 16'010 C-Bills
Name: FLAMER
Technology: Clan
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 0,5 tons
Cost: 32'019 C-Bills
---------------------
--BALLISTIC WEAPONS--
---------------------
MACHINE GUNS ARRAY (MG ARRAY): a series of machine guns packed together. The
Inner Sphere variant packs three guns while the Clan one four, with the same
weight of its Inner Sphere counterpart. They do not do much damage, but have a
fast rate of fire and I take a perverse pleasure in firing groups of them. Not
worth the weight, however.
Name: MACHINE GUN ARRAY
Technology: Inner Sphere
Range: 150 meters
Damage: 0,35
Heat: 0
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 450
Cost: 65'084 C-Bills
Name: MACHINE GUN ARRAY
Technology: Clan
Range: 200 meters
Damage: 0,4
Heat: 0
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 600
Cost: 85,008 C-Bills
STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward
a single target. In MW4 standard ACs come only in 2, 5 and 10 types: the 5
model has a good range sacrificing firepower, while the 10 model has twice the
punch of its smaller brother but keeps a decent range. The 5 model holds 120
rounds in a single ton and the 10 model only 36. The Clans use Ultra and LB-X
ACs, they do not have standard ACs.
Name: AC/2
Technology: Inner Sphere
Range: 900 meters
Damage: 2
Heat: 0,1
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 240
Cost: C-Bills
Name: AC/5
Technology: Inner Sphere
Range: 750 meters
Damage: 5
Heat: 0,2
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 120
Cost: 101'062 C-Bills
Name: AC/10
Technology: Inner Sphere
Range: 600 meters
Damage: 9
Heat: 0,60
Recycle rate: 3
Size: 2
Weight: 13 tons
Ammo per ton: 36
Cost: 319'845 C-Bills
Name: AC/20
Technology: Inner Sphere
Range: 400 meters
Damage: 18
Heat: 1,80
Recycle rate: 5
Size: 3
Weight: 16 tons
Ammo per ton: 20
Cost: 480'249 C-Bills
LB-X SCATTERSHOT: shotgun-like ACs: rather than directing a single stream of
projectile toward a single area of the target, an LB-X rounds will reproduce a
cluster effect on the whole enemy, maximizing the possibility to score head or
critical hits.
Name: LBX AC 10
Technology: Inner Sphere
Range: 450 meters
Damage: 14
Heat: 1
Recycle rate: 4
Size: 2
Weight: 12 tons
Ammo per ton: 36
Cost: 467'694 C-Bills
Name: LBX AC 20
Technology: Inner Sphere
Range: 350 meters
Damage: 28
Heat: 2
Recycle rate: 6
Size: 3
Weight: 15 tons
Ammo per ton: 20
Cost: 999'106 C-Bills
Name: LBX AC 10
Technology: Clan
Range: 450 meters
Damage: 14
Heat: 1
Recycle rate: 4
Size: 2
Weight: 10 tons
Ammo per ton: 36
Cost: 561'234 C-Bills
Name: LBX AC 20
Technology: Clan
Range: 350 meters
Damage: 28
Heat: 2
Recycle rate: 6
Size: 3
Weight: 12 tons
Ammo per ton: 20
Cost: 1'248'882 C-Bills
ULTRA AUTOCANNON: the Ultra ACs do not fire special rounds like the LB-X ACs,
but can fire a stream of projectiles roughly comparable to two standard ACs'
ones. This doubles the damage of the stream, but also eats ammunition in a
faster rate.
Name: Ultra AC/2
Technology: Inner Sphere
Range: 1000 meters
Damage: 2,5
Heat: 0,1
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 240
Cost: 104'271 C-Bills
Name: Ultra AC/5
Technology: Inner Sphere
Range: 600 meters
Damage: 4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 10 tons
Ammo per ton: 120
Cost: 156'444 C-Bills
Name: Ultra AC/10
Technology: Inner Sphere
Range: 500 meters
Damage: 18
Heat: 0,75
Recycle rate: 4
Size: 2
Weight: 16 tons
Ammo per ton: 36
Cost: 519'750 C-Bills
Name: Ultra AC/20
Technology: Inner Sphere
Range: 350 meters
Damage: 36
Heat: 1,5
Recycle rate: 6
Size: 3
Weight: 20 tons
Ammo per ton: 20
Cost: 1'026'432 C-Bills
Name: Ultra AC/2
Technology: Clan
Range: 1000 meters
Damage: 2,5
Heat: 0,11
Recycle rate: 1
Size: 1
Weight: 6 tons
Ammo per ton: 240
Cost: 139'027 C-Bills
Name: Ultra AC/5
Technology: Clan
Range: 600 meters
Damage: 4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 8 tons
Ammo per ton: 120
Cost: 213'888 C-Bills
Name: Ultra AC/10
Technology: Clan
Range: 500 meters
Damage: 18
Heat: 0,75
Recycle rate: 4
Size: 2
Weight: 13 tons
Ammo per ton: 36
Cost: 639'691 C-Bills
Name: Ultra AC/20
Technology: Clan
Range: 350 meters
Damage: 36
Heat: 1,5
Recycle rate: 6
Size: 3
Weight: 18 tons
Ammo per ton: 20
Cost: 1,140,480 C-Bills
ROTARY AUTOCANNON: Rotary ACs are an upgrade to normal AutoCannons which
sacrifices firepower range and, above all, affidability for very high rates of
fire. RACs were designed for short, controlled bursts, not for continuos use in
combat: this can lead to jams, which make the weapon useless.
Name: Rotary AC2
Technology: Inner Sphere
Range: 900 meters
Damage: 1,85
Heat: 0,15
Recycle rate: 0,25
Size: 2
Weight: 8 tons
Ammo per ton: 120
Cost: 367'701 C-Bills
Name: Rotary AC5
Technology: Inner Sphere
Range: 550 meters
Damage: 2,35
Heat: 0,20
Recycle rate: 0,30
Size: 2
Weight: 10 tons
Ammo per ton: 60
Cost: 565'297 C-Bills
LIGHT/STANDARD/HEAVY GAUSS RIFLE: can be considered as a ballistic version of
the PPC; with this translation the Gauss got lower temperatures and limited
ammo supplies, but kept its high damage value. The Inner Sphere version of the
Rifle is heavier but has the same damage and range values of the Clan version.
Heavy Gauss Rifles have very high damge values but generates lots of heat point
(for Gauss Rifles), and their projectiles are more powerful as the target is
closer to the firing unit.
The projectile is fast and reliable, and has average reciclying capabilities. A
good choice as ballistic for Omni 'Mech's main weapon.
Name: GAUSS RIFLE
Technology: Inner Sphere
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 16 tons
Ammo per ton: 24
Cost: 482'438 C-Bills
Name: GAUSS RIFLE
Technology: Clan
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 13 tons
Ammo per ton: 24
Cost: 593'770 C-Bills
Name: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Range: 1200 meters
Damage: 12
Heat: 0,80
Recycle rate: 6
Size: 2
Weight: 13 tons
Ammo per ton: 30
Cost: 416'984 C-Bills
Name: HEAVY GAUSS RIFLE
Technology: Inner Sphere
Range: 600 meters
Damage: 27
Heat: 2
Recycle rate: 8
Size: 4
Weight: 18 tons
Ammo per ton: 16
Cost: 724'102 C-Bills
LONG TOM: this Long Tom is not the famous artillery cannon, but a smaller
version, uselful at shorter ranges; I do not like this weapon as it weights too
much and its effects what you expect from a (small) artillery weapon, though it
acts like it. The projectile is relatively slow, and describes an arched
trajectory and when hits the ground, it explodes with a relatively large
strike; the projectile's slowness make difficult to target fast-moving enemies.
Better to use Gauss Rifles or PPCs.
Name: LONG TOM
Technology: Inner Sphere
Range: 1000 meters
Damage: 35
Heat: 20
Recycle rate: 7
Size: 3
Weight: 20 tons
Ammo per ton: 18
Cost: 538'312 C-Bills
-------------------
--MISSILE WEAPONS--
-------------------
LONG RANGE MISSILE (LRM): Long Range Missiles are the only missile type
requiring a lock-on onto the target. Well, they do not stricktly require it,
but it is better to wait for the lock or the salvo will likely be wasted. When
combined to an active NARC beacon, the LRMs will follow the selected target,
eventually increasing their maneuverability. LRM racks come in 4 types: 5, 10,
15 or 20 missiles per salvo. All missiles (except Thunderbolts) tend to spread
damage along the whole target rather than inflicting a single, devastating
blow; also, missiles tend to hit in salvos, so most times not all missiles from
a salvo will hit the target. Each ton of ammunition holds 240 missiles.
Name: LRM 5
Technology: Inner Sphere
Range: 1000 meters
Damage: 4
Heat: 0,80
Recycle rate: 4
Size: 1
Weight: 3 tons
Ammo per ton: 240 (48 salvos)
Cost: 81'481 C-Bills
Name: LRM 10
Technology: Inner Sphere
Range: 1000 meters
Damage: 8
Heat: 1,60
Recycle rate: 4
Size: 1
Weight: 6 tons
Ammo per ton: 240 (24 salvos)
Cost: 162'962 C-Bills
Name: LRM 15
Technology: Inner Sphere
Range: 1000 meters
Damage: 12
Heat: 2
Recycle rate: 4
Size: 2
Weight: 8 tons
Ammo per ton: 240 (16 salvos)
Cost: 286'000 C-Bills (whoa, a normal price!)
Name: LRM 20
Technology: Inner Sphere
Range: 1000 meters
Damage: 16
Heat: 2,40
Recycle rate: 4
Size: 2
Weight: 11 tons
Ammo per ton: 240 (12 salvos)
Cost: 379'259 C-Bills
Name: LRM 5
Technology: Clan
Range: 1000 meters
Damage: 4
Heat: 1,2
Recycle rate: 6
Size: 1
Weight: 2 tons
Ammo per ton: 240 (48 salvos)
Cost: 114'074 C-Bills
Name: LRM 10
Technology: Clan
Range: 1000 meters
Damage: 8
Heat: 2,4
Recycle rate: 6
Size: 1
Weight: 3,5 tons
Ammo per ton: 240 (24 salvos)
Cost: 260'740 C-Bills
Name: LRM 15
Technology: Clan
Range: 1000 meters
Damage: 12
Heat: 3
Recycle rate: 6
Size: 2
Weight: 4,5 tons
Ammo per ton: 240 (16 salvos)
Cost: 469'333 C-Bills
Name: LRM 20
Technology: Clan
Range: 1000 meters
Damage: 16
Heat: 3,6
Recycle rate: 6
Size: 2
Weight: 6 tons
Ammo per ton: 240 (12 salvos)
Cost: C-Bills
SHORT RANGE MISSILE (SRM): these missiles are totally unguided and should be
used in WVR (Within Visual Range) combat; they are pretty useless against
fast-moving targets if you are not good in anticipating its movements. SRMs
come in 3 type: 2, 4 and 6 missiles per salvo. Each ton of ammunition holds 120
missiles. When compared to LRMs, SRMs have twice their firepower but half the
range. They are also lighter than LRM launchers.
Name: SRM 2
Technology: Inner Sphere
Range: 250 meters
Damage: 3
Heat: 0,4
Recycle rate: 2
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Cost: 58'987 C-Bills
Name: SRM 4
Technology: Inner Sphere
Range: 250 meters
Damage: 6
Heat: 0,6
Recycle rate: 2
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Cost: 171'600 C-Bills
Name: SRM 6
Technology: Inner Sphere
Range: 250 meters
Damage: 9
Heat: 0,8
Recycle rate: 2
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
Cost: 301'640 C-Bills
STREAK SRM: Streak SRMs are used by Clans only. The Streak SRMs are guided,
like LRMs, but do not require a target: when fired the Streak SRMs will search
the nearest target and will follow it until they score an hit; note that if you
have a terget under your targeting reticule, the missiles will home on it, as
well as if you have a locked target; when used with active NARC beacons, the
Streak SRMs will go toward the nearest active beacon. As standard SRMs, this
advanced version comes in 2, 4 or 6 missiles pack. Each ton of ammunition holds
120 missiles.
Name: STREAK SRM 2
Technology: Clan
Range: 250 meters
Damage: 3
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Cost: 96'680 C-Bills
Name: STREAK SRM 4
Technology: Clan
Range: 250 meters
Damage: 6
Heat: 0,9
Recycle rate: 3
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Cost: 275'000 C-Bills
Name: STREAK SRM 6
Technology: Clan
Range: 250 meters
Damage: 9
Heat: 1,2
Recycle rate: 3
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
Cost: 478'561 C-Bills
MEDIUM RANGE MISSILE (MRM): MRMs are fired like standard SRMs, but are a
retrofitted version of LRMs: by removing steering thrusters and guidance
systems engineers were able to increase the missile/salvo ratio and the
ammunition load for single launchers; when compared to LRMs, a MRM bin contains
twice as much the missiles. MRMs are fired in 10, 20, 30 or 40 missiles per
salvo: the sheer number of missiles is balanced by a relatively slowness of the
missiles and the relative difficulty in hitting a mobile target with such
weapons. MRMs are not NARC-compatible. Each ton of ammunition holds 240
missiles.
Name: MRM 10
Technology: Inner Sphere
Range: 400 meters
Damage: 9
Heat: 2,4
Recycle rate: 5
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Cost: 76'039 C-Bills
Name: MRM 20
Technology: Inner Sohere
Range: 400 meters
Damage: 18
Heat: 4,8
Recycle rate: 5
Size: 2
Weight: 8 tons
Ammo per ton: 240 (12 salvos)
Cost: 190'098 C-Bills
Name: MRM 30
Technology: Inner Sphere
Range: 400 meters
Damage: 27
Heat: 6
Recycle rate: 5
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Cost: 320'894 C-Bills
Name: MRM 40
Technology: Inner Sphere
Range: 400 meters
Damage: 36
Heat: 7,2
Recycle rate: 5
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
Cost: 492'563 C-Bills
STREAK MRMs: A Clan invention, the Streak MRMs uses the searching warhead of
Streak SRMs but the missiles and racks are those of the MRMs. They work exactly
as Streak SRMs, with all drawbacks and benefis, but have a longer range in
exchange of firepower.
Name: STREAK MRM 10
Technology: Clan
Range: 400 meters
Damage: 7
Heat: 2,40
Recycle rate: 7
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Cost: 137'280 C-Bills
Name: STREAK MRM 20
Technology: Clan
Range: 400 meters
Damage: 14
Heat: 4,80
Recycle rate: 7
Size: 2
Weight: 8 tons
Ammo per ton: 240 (12 salvos)
Cost: 343'200 C-Bills
Name: STREAK MRM 30
Technology: Clan
Range: 400 meters
Damage: 21
Heat: 6
Recycle rate: 7
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Cost: 577'645 C-Bills
Name: STREAK MRM 40
Technology: Clan
Range: 400 meters
Damage: 28
Heat: 7,20
Recycle rate: 7
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
Cost: 885'028 C-Bills
NARC MISSILE BEACON: The Narc fires an heavily modified missile that delivers
special emitters that helps firendly missiles in locking target for a short
period of time. Each time that the "Narced" enemy is damaged, the Narc can
expire before its time runs out. When locked, it will allows faster lock-on
capabilities and improved to-hit chances for LRMs and Streak SRMs. Note that
ALL friendly units with Narc-capable missiles will benefit from a "Narced"
enemy.
Name: NARC
Technology: Inner Sphere
Range: 450 meters
Damage: 0
Heat: 1
Recycle rate: 3
Size: 1
Weight: 4 tons
Ammo per ton: 6
Cost: 17'421 C-Bills
Name: NARC
Technology: Clan
Range: 600 meters
Damage: 0
Heat: 1
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 6
Cost: 23'597 C-Bills
ARROW IV: scaled-down version of the massive Arrow IV artillery missile. This
version has less range and firepower than the original system, but can be
easily identified as the most powerful weapon on the battlefield, with higher
damage values of a Thunderbolt missile. Like the Thunderbolt, the Arrow IV
system fires a single missile and has a low ammo per ton ratio. Standard Arrow
IV missiles concentrate all their firepower in a single location, while Cluster
munitions have a larger payload, but spread them among submunitions to maximize
splash damage. as Thunderbolts, Arrow IV missiles cannot be destroyed by LAMS.
Name: ARROW IV THUNDERBOLT
Technology: Inner Sphere
Range: 1'200 meters
Damage: 28
Heat: 7
Recycle rate: 6.5
Size: 3
Weight: 14 tons
Ammo per ton: 15
Cost: 1'111'687 C-Bills
Name: ARROW IV CLUSTER
Technology: Inner Sphere
Range: 1'200 meters
Damage: 32
Heat: 7
Recycle rate: 10
Size: 3
Weight: 18 tons
Ammo per ton: 15
Cost: 1'156'222 C-Bills
FLARE (FLARE): I don't know why the flare is under the missile section...as its
name suggests, the flare is used to enlight places with a small white light; if
you hit a moving target with a flare, the flare will continue burning even if
this enemy moves in water, but will expire in about 15 seconds; also, if you
try to launch a Flare when someone (even you) has the Light Amplification off,
a single Flare will produce so much light that the Amplification will white-out
due to the excessive light in the area; pretty useless, however.
Name: FLARE
Technology: Inner Sphere
Range: 800 meters
Damage: 0
Heat: 2
Recycle rate: 2
Size: 1
Weight: 1 tons
Ammo per ton: 300
Cost: 13,322 C-Bills
ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far
away from where you are) have to fire. Useless.
Name: ARTILLERY BEACON
Technology: Inner Sphere
Range: 360 meters
Damage: 40
Heat: 5
Recycle rate: 6
Size: 1
Weight: 5 tons
Ammo per ton: 2
Cost: C-Bills
-------------
--EQUIPMENT--
-------------
FERRO FIBROUS ARMOR: Ferro Fibrous armor is the standard armor compound in MW4.
When compared to standard or other compounds, the Ferro Fibrous offer more
points per ton (30) and weight less. Ferro Fibrous armor absorbs all kind of
damages normally, without bonuses on any kind of weapon.
REFLECTIVE ARMOR: Reflective armor is designed to mitigate effects of energy
weapons, roughly halving the damage of lasers and PPCs. It provides 20 points
per ton; it sufferes a small malus when countering balistic and missile
weapons.
REACTIVE ARMOR: designed to halve damage of missile weapons, the Reactive armor
provides 20 points per tons; it counters balistic weapons in the same way as
Ferro-Fibrous and has a small malus against energy weapons.
STANDARD INTERNAL STRUCTURE: types of internal structure cannot be changed and
are automatically assigned with a specific 'Mech. The standard compound for
Internal Structures absorbs damage in the same way of Ferro-Fibrous armor,
without any malus but also without any bonus on weight or whatsoever.
ENDO STEEL INTERNAL STRUCTURE: Endo Steel compound weights half than a standard
compound, but is more prone to recieve damage.
ECM and GUARDIAN ECM SUITES: this electronic package is designed to reduce
ranges of enemies' sensors. A unit affected by enemy ECM suites (Guardian is
the Inner Sphere codename, while the Clans use no particular codenames) will be
able to detect units only within 500 meters. One of its side effects is to
decrease slightly missiles' lock time. 'Mechs with heat above the 50% will be
always detected, even if within friendly ECM radius.
Both Suites wieght 1 ton and do not occupy any critical.
Note: in MW4:Mercs, there is no longer Guardian ECM Suite. All systems are now
listed as ECM Suite, with no appreciable differencies between technology bases.
ACTIVE and BEAGLE ACTIVE PROBES: the Active Probe (Beagle for the Inner Sphere
and without codenames for the Clans) is designed to enhace the standard 'Mech
sensors. It is capable to greatly decrease missiles' lock time, and capable of
partially breaking ECM "bubble". If ECMs and Active Probes are combined
togheter, the missiles' lock is about 4 seconds. It also increases radar's
maximum range by 200 meters (for a total of 1200 meters).
BAPs are capable of detecting shutdown 'Mechs within 100 meters (or at least
Matthew Shane says this; he also wrote that he tried with one of his
lancemates; I'll have some tests ASAP).
Both Probes weight 1 ton and do not occupy any critical.
Note: in MW4:Mercs, there is no longer Active Probe. All systems are now listed
as Beagle Active Probes (BAP), with no appreciable differencies between
technology bases.
LIGHT AMPLIFICATION: as you might know, night greatly limits visibility. 'Mechs
carry external lights to illuminate the sorrounding environment, but the light
also makes them visible and illuminates only a small area in front of the
'Mech. If a 'Mech mounts Light Amplification equipment it can use it to see
night-shrouded environments without turning on external lights. Useless in any
other kind of condition.
There's no difference between Clan and Inner Sphere Amplification equipment.
Light Amplification is now part of a 'Mech standard equipment.
AMS and LASER AMS: AMS stands for Anti Missile System; this sytem will try to
shoot down any incoming missile (Thunderbolt excluded). Standard AMS is in use
in Inner Sphere units and carries a limited supply of rounds, limiting its
effectivness in prolonged battles. Clans developed Laser AMS, a modified Small
Pulse Laser with the tracking equipment of the AMS. Though it doesn't expend
ammo, it generates large amounts of heat; this system is slightly superior to
its Inner Sphere counterpart in shooting down missiles.
Note that the AMSes will shoot down only missiles that have a solid lock on
you, ignoring all other missiles.
Both Systems weight 1.5 tons.
Note: in MW4:Mercs, there is no longer AMS. All systems have been upgraded to
Laser AMS (LAMS), with no appreciable differencies between technology bases.
JUMP JETS: though 'Mechs have a relatively humanoid shape and are capable of
entering terrains otherwise impossible for standard vehicles, environments like
cities or mountains can limit their agility. Jump Jets were created to provide
this extra mobility the 'Mechs needed: jump jets can be used to pass buildings,
climb over high, otherwise impossible to reach, surface and to make a more
difficult target during battle. Nearly any light and medium 'Mech has the
possibility to mount jump jets, though only the Mad Cat MkII can mount them in
the assault class.
Jump Jets weight varies from chassis to chassis.
ADVANCED GYRO: in MW4:Mercs it is relatively easier to knock down 'Mechs: the
Advanced Gyro solves the problem, making the 'Mech more stable in every aspect,
also in limiting the recoil of weapons and rock-back of enemy weapons smashing
on the equipped 'Mech.
Advanced Gyro weight varies from chassis to chassis. Inner Sphere 'Mechs only.
IFF JAMMER: this particular piece of equipment can wreak havoc in multiplayer
games: all hostile units have their IFF (Identify Friend or Foe, as device
dedicated to assign the neutrality, hostility or alliance with other vehicles)
jammed, making hostile units look like neutral on all HUD informations.
When an enemy is 200 meters or closer, however, will recognize the Jammer 'Mech
as an enemy.
No appreciable effects have been observed in single-player mode.
IFF Jammer weights 1 ton and do not occupy critical slots.
ENHACED OPTICS: a Clan-tech only, the Enhaced Optics allows a 'Mech to have a
wider field of vision when using the zoom window, roughly 80% of the whole
screen. Though it might appear a bit useless, this equipment is great for
long-range sniping.
Enhaced Optics weight 1 ton and do not occupy critical slots.
*****************
6-'MECHS BRIEFING
*****************
Note: Mercenaries includes all 'Mechs that appeared in MW4 and its expansions
(Vengeance, Black Knight, Clan and Inner Sphere 'Mech packs). However, only
'Mechs coming from Vengeance, Black Knight and this Mercenaries are playable.
'Mechs like the Zeus or the Masakari, which come from the Inner Sphere and Clan
'Mech packs, respectively, can only be purchased if the expasion packs are
installed; however, if the pack is not installed, the 'Mechs from these
expansion will appear as enemies. You can destroy them, but not salvage.
Unfortunately I have yet to find time and money to buy both packs, so the
'Mechs are listed here without many important informations. For those having
money for the packs, they are language-free: they work on any language version
of the game with no restictions.
For armor descriptions, CT stands for Center Torso, T for Right and Left
Torsos, RT for Rear Torso, H for Head, A for Arms and L for Legs.
Weapons and bays locations are somewhat different: CT stands for Center Torso,
H for Head, RT for Right Torso, LT for Left Torso, RA fo Right Arm and LA for
Left Arm.
Maximum armor indications are for the standard armor type for the 'Mech.
Engine rating is to be intended as the maximum speed available for that engine
tonnage; as the lowest speed comes "free", there's no tonnage (usually
indicated in the brackets) and the weight indicated (in the brackets) is
intended as the tonnage needed for upgrading the engine from the previous
rating.
A big "thank you" to Roy Dane (roydane@modempool.com) that provided some infos
that shortened my work.
-----------------------
--INNER SPHERE 'MECHS--
-----------------------
FLEA
Mass: 20 tons
Internal Structure Type: standard
Torso Twist: 140 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.20; A 0.40; T 0.60; CT 0.80; RT 0.30; L 0.60
Standard Maximum Speed: 131.98 kph
Standard Weapon Loadout: 2 Small Lasers (RT, LT), 3 Machine Gun Arrays (RA,
LA, CT)
Standard Equipment Loadout: none
Beam Bays and location: RT (1 slot), LT (1 slot)
Ballistic Bays and location: LA (1 slot), RA (1 slot), CT (1 slot)
Missile Bays and location: none
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 0.90; RT 0.30; L
1.00
Engine Ratings and Tonnage: 108, 115.99 (0.25), 123.98 (0.5), 131.98 (0.75),
139.97 (1), 147.96 (1.25)
Additional Equipment: ECM Suite, LAMS
Standard Cost: 1'663'006
Per-Cycle Maintenance Cost: 23'599
The lightest 'Mech in the game. Poorly armed and capable of accepting only the
smallest ballistic and beam weapons, which greatly limits also the maximum
range of Flea's weapons, the main asset of this 'Mech is undoubtely speed.
Fleas should be used as harasser 'Mechs and not in straight-forward battles
even with the maximum amount of armor; against an Osiris or an Uller skilled
pilots piloting a Flea could generelly hold some time, but as all 'Mechs have a
fairly high speed and the enemies a larger payload, Fleas will inevitabyl end
in scraps.
The ideal use of the 'Mech is a scout, the ECM Suite can make the 'Mech a good
choice for cover operations when light resistance is expected.
The simplest (and almost only) way to costumize a Flea is to strip it and
replace all weapons with Medium Lasers, maximizing armor, mounting all
equipment and, if possible, increasing speed.
OSIRIS
Mass: 30 tons
Internal Structure Type: Endo Steel
Torso Twist: 90 degrees
Standard Armor Type: Ferro Fibrous
Location Points:
Standard Maximum Speed: 130 kph
Standard Weapon Loadout: 1 SRM 6, 5 Medium Lasers, 1 Machine Gun Array
Standard Equipment Loadout: Jump Jets
Beam Bays and location:
Ballistic Bays and location:
Missile Bays and location:
Omni Bays and location: none
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment: Jump Jets (2 tons), LAMS
Standard Cost: 3'378'283
Per-Cycle Maintenance Cost: 43'199
OWENS
Mass: 35 tons
Internal Structure Type:
Torso Twist: 90 degrees
Standard Armor Type: Ferro Fibrous
Location Points:
Standard Maximum Speed: kph
Standard Weapon Loadout: 2 LRM 10s, 1 Medium X-Pulse Laser, 1 Small X-Pulse
Laser
Standard Equipment Loadout: none
Beam Bays and location:
Ballistic Bays and location:
Missile Bays and location:
Omni Bays and location:
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment:
Standard Cost: 3'906'223
Per-Cycle Maintenance Cost: 55'999
RAVEN
Mass: 35 tons
Internal Structure Type: standard
Torso Twist: 360
Standard Armor Type: Ferro Fibrous
Location Points:
Standard Maximum Speed: 100 kph
Standard Weapon Loadout: 1 NARC Beacon, 1 LRM 15, 1 Small Laser, 2 Small Pulse
Lasers
Standard Equipment Loadout: Active Probe, ECM Suite
Beam Bays and location:
Ballistic Bays and location: none
Missile Bays and location:
Omni Bays and location: none
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment: Active Probe, ECM Suite, LAMS
Standard Cost: 3'026'619
Per-Cycle Maintenance Cost: 43'049
WOLFHOUND
Mass: 35 tons
Internal Structure Type:
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points:
Standard Maximum Speed: kph
Standard Weapon Loadout: 1 Large X-Pulse Laser, 2 Medium Pulse Lasers
Standard Equipment Loadout: none
Beam Bays and location:
Ballistic Bays and location:
Missile Bays and location:
Omni Bays and location:
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment:
Standard Cost: 3'223'987
Per-Cycle Maintenance Cost: 40'249
CHIMERA
Mass: 40 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points: H 0.40; A 0.80; T 1.00; CT 1.20; RT 0.60; L 1.60
Standard Maximum Speed: 102.02 kph
Standard Weapon Loadout: 1 Large Laser (LA), 1 Medium Laser (LA), 1 MRM 20
(RT), 1 Machine Gun Array (RA)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: LA (3 slots)
Ballistic Bays and location: RA (3 slots)
Missile Bays and location: RT (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.40; A 0.90; T 1.50; CT 1.90; RT 0.60; L
2.10
Engine Ratings and Tonnage: 82.01, 87.01 (0.25), 92.02 (0.5), 97.02 (0.75),
102.02 (1), 107.03 (1.25), 112.03 (1.5)
Additional Equipment: LAMS, Advanced Gyro (2 tons), Jump Jets (3 tons)
Standard Cost: 4'120'404
Per-Cycle Maintenance Cost: 59'199
Built as a multi-role 'Mech, the Chimera doens't excel in anything, but can be
configured to serve in almost every role required by the modern battlefield.
The 'Mech mounts three large bays, each for one weapon type that can favor the
pilot's own style of combat or mission requirements. Chimeras can become
incredibly fast and agile and a very stable fire-support platform thanks to the
Advanced Gyro, but is generally a poor choice as a recon 'Mech for its lack of
Active Probe and ECm Suite.
The construction of the 'Mech emphasizes different weapons loadout, as it is
not possible to mount only one kind of large weapons; this can make ammunition
shortages a problem, as two thirds of the Chimera's firepower could come from
missile and ballistic bays.
HELLSPAWN
Mass: 45 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points:
Standard Maximum Speed: 106 kph
Standard Weapon Loadout: 3 Medium Pulse Lasers, 2 SRM 6s
Standard Equipment Loadout: Jump Jets, ECM Suite
Beam Bays and location:
Ballistic Bays and location:
Missile Bays and location:
Omni Bays and location: none
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment: ECM Suite, LAMS, Jump Jets (3 tons)
Standard Cost: 5'525'611
Per-Cycle Maintenance Cost: 78'299
UZIEL
Mass: 50 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points:
Standard Maximum Speed: 95 kph
Standard Weapon Loadout: 2 PPCs (LA, RA), 1 SRM 6 (CT), 2 Machine Gun Arrays
(LT, RT)
Standard Equipment Loadout: Jump Jets
Beam Bays and location: LA (3 slots), RA (3 slots)
Ballistic Bays and location: LT (2 slots), RT (2 slots)
Missile Bays and location: CT (2 slots)
Omni Bays and location: none
Maximum Armor Points per Location:
Engine Ratings and Tonnage:
Additional Equipment: Jump Jets (3 tons), Active Probe, LAMS
Standard Cost: 6'331'634
Per-Cycle Maintenance Cost: 92'999
BUSHWACKER
Mass: 55 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00
Standard Maximum Speed: 84.96 kph
Standard Weapon Loadout: 2 Medium Pulse Lasers (CT), 1 LRM 5(LA), 1 LRM 10
(Missile Rack, LT), 1 AC 10 (RA)
Standard Equipment Loadout: none
Beam Bays and location: CT (2 slots)
Ballistic Bays and location: RA (3 slots), CT (2 slots)
Missile Bays and location: LA (3 slots) Missile Rack (LT, 2 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L
1.80
Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94
(2), 98.93 (2.5), 105.91 (3)
Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (2 tons)
Standard Cost: 5'996'343
Per-Cycle Maintenance Cost: 91'299
Built as medium-weight fire-support 'Mech for all but the heaviest or fastest
Lances, the Bushwacker centers its task with two LRM systems, backed up by a
standard AutoCannon 10 and twin Medium Pulse Lasers for medium and close range
engagements. However, though this weapon loadout, the Bushwacker is seldom
considered to serve in its intended role, as almost every Clan 'Mech can outgun
in both range and firepower the Bushwacker and heavier Inner Sphere 'Mechs pack
more long-range punch that this 'Mech does.
However, the Bushwacker is a good all-around 'Mech that can fulfill a good
variety of roles, from sniping (thanks to its large bays of all types) to
recon, as it can accept an Active Probe.
ARGUS
Mass: 60 tons
Internal Structure Type: Endo Steel
Torso Twist: 120 degrees
Standard Armor Type: Reflective
Location Points: H 0.90; A 1.20; T 1.50; CT 2.00; RT 0.90; L 1.40
Standard Maximum Speed: 81 kph
Standard Weapon Loadout: 1 LRM 10 (LA), 1 Machine Gun Array (RA), 2 Ultra AC/5s
(RA), 2 Medium Lasers (RT, LT)
Standard Equipment Loadout: none
Beam Bays and location: RT (2 slots), LT (2 slots)
Ballistic Bays and location: RA (5 slots)
Missile Bays and location: LA (3 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.30; T 1.60; CT 2.00; RT 0.90; L
1.50
Engine Ratings and Tonnage: 73.01, 77 (0.5), 81 (1), 85 (1,5), 88.99 (2), 92.99
(2.5)
Additional Equipment: none
Standard Cost: 6'174'159
Per-Cycle Maintenance Cost: 97'799
The most distinctive feature of the Argus is its total lack of additional
equipment, including LAMS. This partially justifies its low maintenance cost,
but total lack of dedicated equipment makes the 'Mech totally unsuited for
recon or stealth duties.
In fact, this is only a minor problem, as the Argus was designed as a support
for larger 'Mechs during assaults.
Standard configuration is indeed a good combination of speed, armor and
firepower that favors long-range fights: twin Ultra AC/5s provide a good punch
over all vehicles and their high rate of fire can be destructive even against
more armored machines, and the LRM 10 launcher can give an accurate punch at
all ranges. 2 Medium lasers and a single Machine Gun Array protects the Argus
in close fights. With such a weaponry the Argus can engage at any ranges, but
it is ammunition limited and somehow lacks the punch that an Heavy 'Mech needs.
Argus customizations can vary a lot, as it features all bay types, and all
large enough to accomodate all but the largest weapon. Twin Large standard or
Pulse Laser backed up by LRMs or close-range ACs can give the Argus the punch
that its standard version lacks.
CATAPULT
Mass: 65 tons
Internal Structure Type: standard
Torso Twist: 100 degrees
Standard Armor Type: Reactive
Location Points: H 0.90; A 1.50; T 1.40; CT 2.20; RT 0.60; L 1.50
Standard Maximum Speed: 75.96 kph
Standard Weapon Loadout: 1 Small Pulse Laser (CT), 1 Large Laser (RT), 2 LRM
20s (RA, LA)
Standard Equipment Loadout: Active Probe, Jump Jets
Beam Bays and location: LT (2 slots), CT (2 slots), RT (2 slots)
Ballistic Bays and location: none
Missile Bays and location: LA (4 slots), RA (4 slots)
Omni Bays and location: none
Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 3.00; RT 1.20; L
3.00
Engine Ratings and Tonnage: 61.99, 68.98 (0.5), 75.96 (1), 82.94 (1.5), 89.93
(2), 96.91 (2.5), 103.90 (3.5)
Additional Equipment: Active Probe, LAMS, Advanced Gyro (3 tons), Jump Jets (4
tons)
Standard Cost: 8'096'913
Per-Cycle Maintenance Cost: 122'199
The Catapult is often referred has the Archer's or the Longbow's little
brother, as all 'Mechs are built for accurate long-range fire-support. However
the Catapult is lighter, support less armor and weapons than the other 'Mechs,
but it is more agile thanks to its Jump Jets and wider options for engine
ratings. Also, the presence of an Active Probe in the standard configuration
makes the Catapult's LRM lock-on faster.
This 'Mech totally lacks ballistic bays, but has beam bays larg enough to
support 3 Large Lasers and small missile launchers, if ammunition shortages can
be a problem during mission. However, to fully exploit the Catapult, is almost
obliged to mount the largest missile racks available with the Active Prove.
Jump Jets can be sacrificed, but can come in handy in any situation.
BLACK KNIGHT
Mass: 75 tons
Internal Structure Type: standard
Torso Twist: 120 degrees
Standard Armor Type: Ferro Fibrous
Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80
Standard Maximum Speed: 75.02 kph
Standard Weapon Loadout: 2 Large Lasers, 2 PPCs, 1 Medium Laser
Standard Equipment Loadout: none
Beam Bays and location: H (1 slot), RT (3 slots), LT (3 slots)
Ballistic Bays and location: LA (2 slots)
Missile Bays and location: none
Omni Bays and location: RA (3 slots), LA (3 slots)
Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT
1373 Прочтений • [
MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)
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