by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 2.1 9/1/2002
Table of Contents
1-Disclaimer
2-Update History
3-History Briefing
4-Weapons Briefing
5-'Mechs Briefing
6-Vehicles and Misc Enemies Briefing
7-Lancemates briefing
8-How to costumize a 'Mech
9-General Tactics
10-Multiplayer Tactics
11-Walkthrough
12-Cheats
13-Patches
14-Custom 'Mechs
15-Differences between MechWarrior 4 and BattleTech
16-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.
Now have fun.
****************
2-UPDATE HISTORY
****************
9/1/2002-version 2.1. Added Custom 'Mechs section, for everyone wanting to
submit his or her Configs.
9/12/2001-version 2.0a. Final version (this one's the real). Some corrections
throughout the document. I want MW4:Black Knight.
30/11/2001-version 2.0. Final version. All uncompleted sections completed (most
notably walkthrough, with the final mission and General Tactics).
14/11/2001-version 1.6. Operation 6 completed. Other sections started and/or
completed.
12/11/2001-version 1.4. Operation 3, 4 and 5 completed. How to Costumize your
'Mech section started and completed. Some revisions throughout the document.
Added Operation names (hoping that they're right translations). 100 Kbs reached
and passed.
9/11/2001-version 1.2. Corrected some mistakes, other sections started and
walkthrough continued up to Operation 3.
8/11/2001-version 1.0. Finally the game is out here too! Leader moved the
publication of MW4 after X'mas and I had to buy a PC powerful enough...History,
'Mech, other basic sections on line plus operation one.
In fact, the game was out well before the publication of this document (I
completed the MechCommander 2 walktrhough even before starting this one!), but
stability problems kept me away from the game...BTW, here it is, my MW4
walkthrough!
******************
3-HISTORY BRIEFING
******************
In 3028 Prince Hanse Davion, ruler of the Federated Suns marries Melissa
Steiner, Archon of the Lyran Commonwealth; as gift, Hanse Davion promises the
Capellan Confederation, starting the Fourth Succession War; the Capellan
Confederation will lose most of its territories, and the newly formed Federated
Commonwealth is now the most powerful Successor State.
After this war the Inner Sphere lives a moment of realtve peace, only when in
3050 the Clan arrives to conquer the Inner Sphere. In 3052 Comstar won the
Battle of Tukayyid, giving to the Inner Sphere a peace long 15 years. However
internal contrasts are hard to die; in 3052 Hanse Davion dies of an heart
attack, and in 3055 Melissa Steiner is assasinated.
In 3056 Victor Steiner-Davion moves to rule the Federated Commonwealth as the
Archon-Prince; his sister, Katherine Steiner Davion decides that the old Lyran
Commonwealth will no longer be part of the Federated Commonwealth, changes her
name to Katrina and secedes for his borther's realm.
Victor Davion is busy in recreating the Star League, to defeat the Clans; to
show the new League power, the Inner Sphere leaders plan the annihilation of
the Smoke Jaguars; in months the Clan is annihilated by Clan rules; the Clans
are astonished, though hostilities would propably restart soon. In the Lyran
part of the Federated Commonwealth Victor loyalists are subverted or killed,
including the Dresari family...you are Ian Dresari, the only surviving member
of this noble family and decide to move revenge against Katrina Steiner for
this secession.
*********************
4-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 are
firepower increases in proportion.
+ Balistic 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 balistic 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.
------------------
--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: 5
Recycle rate: 5
Size: 2
Weight: 5 tons
Name: MEDIUM LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 1,2
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 1 tons
Name: SMALL LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,30
Heat: 0,10
Recycle rate: 1
Size: 1
Weight: 0,5 tons
Name: ER LARGE LASER
Technology: Clan
Range: 800 meters
Damage: 8
Heat: 8
Recycle rate: 5
Size: 2
Weight: 4 tons
Name: ER MEDIUM LASER
Technology: Clan
Range: 400 meters
Damage: 1,5
Heat: 1,2
Recycle rate: 3
Size: 1
Weight: 1 tons
Name: ER SMALL LASER
Technology: Clan
Range: 200 meters
Damage: 0,35
Heat: 0,2
Recycle rate: 1
Size: 1
Weight: 0,5 tons
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.
Name: LARGE PULSE LASER
Technology: Inner Sphere
Range: 600 meters
Damage: 2,62
Heat: 1,75
Recycle rate: 1,25
Size: 2
Weight: 7 tons
Name: MEDIUM PULSE LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 0,60
Heat: 0,30
Recycle rate: 0,75
Size: 1
Weight: 2 tons
Name: SMALL PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,15
Heat: 0,05
Recycle rate: 0,25
Size: 1
Weight: 1 tons
Name: ER LARGE PULSE LASER
Technology: Clan
Range: 800 meters
Damage: 3
Heat: 3
Recycle rate: 1,25
Size: 2
Weight: 6 tons
Name: ER MEDIUM PULSE LASER
Technology: Clan
Range: 400 meters
Damage: 0,75
Heat: 0,60
Recycle rate: 0,75
Size: 1
Weight: 2 tons
Name: ER SMALL PULSE LASER
Technology: Clan
Range: 200 meters
Damage: 0,27
Heat: 0,12
Recycle rate: 0,25
Size: 1
Weight: 1,5 tons
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: 750 meters
Damage: 10
Heat: 10
Recycle rate: 6
Size: 3
Weight: 7 tons
Name: ER PPC
Technology: Clan
Range: 900 meters
Damage: 14
Heat: 15
Recycle rate: 8
Size: 3
Weight: 6 tons
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
Name: FLAMER
Technology: Clan
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 0,5 tons
BOMBAST LASER: a new Inner Sphere weapon. The Bombast Laser produces lots of
heat and weights a lot, and has a dubious firing mechanism:
when you press the first time your trigger, the Bombast Laser will begin to
charge. A second pression of the trigger will fire the laser. Longer the Laser
will charge, more powerful (and more heat-intensive) the beam will be. When
fully charged, the Laser will automatically fire.
Name: BOMBAST LASER
Technology: Inner Sphere
Range: 500 meters
Damage: 10 (maximum) - 1 (minimum)
Heat: 8 (maximum) - 1 (minimum)
Recycle rate: 4
Size: 2
Weight: 7 tons
---------------------
--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: 0,2
Heat: 0,00
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 450
Name: MACHINE GUN ARRAY
Technology: Clan
Range: 200 meters
Damage: 0,3
Heat: 0,00
Recycle rate: 0,3
Size: 1
Weight: 2 tons
Ammo per ton: 600
STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward
a single target. In MW4 standard ACs come only in 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
Name: AC/5
Technology: Inner Sphere
Range: 600 meters
Damage: 5
Heat: 0,2
Recycle rate: 1,5
Size: 1
Weight: 8 tons
Ammo per ton: 120
Name: AC/10
Technology: Inner Sphere
Range: 400 meters
Damage: 9
Heat: 0,60
Recycle rate: 4
Size: 2
Weight: 13 tons
Ammo per ton: 36
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. Not enough, the damage increases as the target closes range; the
damage value is indicated after the AC type (LB 20-X: 20 damage points) and
it's the damage the AC will allocate if it strikes at close range. Inner Sphere
units haven't access to LB-X technology; Clan ACs come in 10 and 20 models.
Name: LBX AC 10
Technology: Inner Sphere
Range: 450 meters
Damage: 14 (maximum)
Heat: 1
Recycle rate: 4
Size: 2
Weight: 12 tons
Ammo per ton: 36
Name: LBX AC 20
Technology: Inner Sphere
Range: 300 meters
Damage: 24 (maximum)
Heat: 2
Recycle rate: 6
Size: 3
Weight: 15 tons
Ammo per ton: 20
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
Name: LBX AC 20
Technology: Clan
Range: 300 meters
Damage: 24
Heat: 2
Recycle rate: 6
Size: 3
Weight: 12 tons
Ammo per ton: 20
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. Ultra ACs are in use in both factions, in two models: 2 (with 240
ammunitions per ton) and 5 (120 ammunitions per ton).
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
Name: Ultra AC/2
Technology: Clan
Range: 900 meters
Damage: 2
Heat: 0,11
Recycle rate: 1
Size: 1
Weight: 6 tons
Ammo per ton: 240
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
LIGHT/STANDARD GAUSS RIFLE: 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.
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
Name: GAUSS RIFLE
Technology: Clan
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 13 tons
Ammo per ton: 24
Name: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Range: 1200 meters
Damage: 12
Heat: 0,8
Recycle rate: 6
Size: 2
Weight: 13 tons
Ammo per ton: 30
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: 700 meters
Damage: 25
Heat: 25
Recycle rate: 7
Size: 3
Weight: 20 tons
Ammo per ton: 18
-------------------
--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 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: 1,2
Recycle rate: 6
Size: 1
Weight: 3 tons
Ammo per ton: 240 (48 salvos)
Name: LRM 10
Technology: Inner Sphere
Range: 1000 meters
Damage: 8
Heat: 2,4
Recycle rate: 6
Size: 1
Weight: 6 tons
Ammo per ton: 240 (24 salvos)
Name: LRM 15
Technology: Inner Sphere
Range: 1000 meters
Damage: 12
Heat: 3
Recycle rate: 6
Size: 2
Weight: 8 tons
Ammo per ton: 240 (16 salvos)
Name: LRM 20
Technology: Inner Sphere
Range: 1000 meters
Damage: 16
Heat: 3,6
Recycle rate: 6
Size:2
Weight: 11 tons
Ammo per ton: 240 (12 salvos)
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)
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)
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)
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)
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: 2
Heat: 0,4
Recycle rate: 2
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Name: SRM 4
Technology: Inner Sphere
Range: 250 meters
Damage: 4
Heat: 0,6
Recycle rate: 2
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Name: SRM 6
Technology: Inner Sphere
Range: 250 meters
Damage: 6
Heat: 0,8
Recycle rate: 2
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
STREAK SRM: Streak SRMs are used by Clan 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; 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: 2,4
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Name: STREAK SRM 4
Technology: Clan
Range: 250 meters
Damage: 4,8
Heat: 0,9
Recycle rate: 3
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Name: STREAK SRM 6
Technology: Clan
Range: 250 meters
Damage: 7,2
Heat: 1,2
Recycle rate: 3
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
MEDIUM RANGE MISSILE (MRM): MRMs are fired like SRMs, but are a retrofit
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 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: 8
Heat: 2,4
Recycle rate: 5
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Name: MRM 20
Technology: Inner Sohere
Range: 400 meters
Damage: 16
Heat: 4,8
Recycle rate: 5
Size: 2
Weight: 8 tons
Ammo per ton: (12 salvos)
Name: MRM 30
Technology: Inner Sphere
Range: 400 meters
Damage: 24
Heat: 6
Recycle rate: 5
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Name: MRM 40
Technology: Inner Sphere
Range: 400 meters
Damage: 32
Heat: 7,2
Recycle rate: 5
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
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 firendly units with Narc-capable missiles will benefit from a "Narced"
enemy.
Name: NARC
Technology: Inner Sphere
Range: 450 meters
Damage: 0,00
Heat: 1
Recycle rate: 3
Size: 1
Weight: 4 tons
Ammo per ton: 6
Name: NARC
Technology: Clan
Range: 600 meters
Damage: 0,00
Heat: 1
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 6
THUNDERBOLT MISSILE (THDRBLT): Unlike all other missiles, the Thunderbolt is a
single, powerful missile. It cannot be shooted down by any kind of AMS, and a
single missile is more powerful than an LB-20X or than a Clan ER PPC shot. The
main drawback of this weapon is its scarce ammunition per ton ratio, and it is
nearly impossible to fight extended battles with the Thunderbolt as main
weapon. Thunderbolts are not guided.
Name: THUNDERBOLT
Technology: Inner Sphere
Range: 1000 meters
Damage: 28
Heat: 7
Recycle rate: 8
Size: 3
Weight: 14 tons
Ammo per ton: 15
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 of, 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: 360 meters
Damage: 0
Heat: 2
Recycle rate: 2
Size: 1
Weight: 1 tons
Ammo per ton: 10
HIGH EXPLOSIVE (EXPLSV): When triggered, the High Explosive will make the
'Mechs reactor collapse. The result will be an explosion augmented by the
Explosive's own charge, enough to heavily damage even Assault 'Mechs if
triggered at short ranges. Useless in single player, might result useful in
multiplayer for suicide tactics.
Name: HIGH EXPLOSIVE
Technology: Inner Sphere
Range: 30 meters
Damage: 100
Heat: 0,00
Recycle rate: 2,5 (useless, but it has @_@)
Size: 2
Weight: 2 tons
Ammo per ton: 1
ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far
away from where you are) have to fire. Useless in multiplayer and used only
once in single player.
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
-------------
--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.
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 wieght 1 ton and do not occupy any critical.
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:
both weight 1 ton and do not occupy any critical.
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.
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.
*****************
5-'MECHS BRIEFING
*****************
Just a little note: looks like the designer who did the new 'Mechs enjoyed
ancient gods, monsters and angels names. Specs are referrng to 'Mech's original
configs. For guidelines to costumizes them, refer to the appropriate section
and under the appropriate 'Mech.
-----------------------
--INNER SPHERE 'MECHS--
-----------------------
OSIRIS
Mass: 30 tons
Internal Structure: Endo Steel
Torso Twist: 90 degrees
Armor Type and Tonnage: Ferro Fibrous, 5 tons
Maximum Speed: 130 kph
Jump Jets: yes
Weapons: 1 SRM-6, 5 Medium Lasers, 1 MG Array
Equipment: none
Bays: 3 Beams (2/2/1 Slots), 1 Ballistic (1 Slot), 1 Missile (2 Slots)
Additional Equipment: Light Amplification, Jump Jets (2 tons), AMS
The faster 'Mech in the game, the 30-ton Osiris still packs a good close-range
punch thanks to 5 Medium Lasers, MG Array and a single, but powerful SRM-6
pack. Though its speed will make it suiteable for reconaissance jobs, the lack
of support to ECM and Active Probes will limit its usefulness. A good
fast-response 'Mech, however.
RAVEN
Mass: 35 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 6.5 tons
Maximum Speed: 100 kph
Jump Jets: none
Weapons: 1 NARC Beacon, 2 Small Pulse Laser, 1 Small Laser, 1 LRM 15
Equipment: Beagle Active Probe, Guardian ECM Suite, Light Amplification
Bays: 3 Beams (2/1/1 slots), 2 Missile (2/1 slots)
Additional Equipment: Guardian ECM Suite, Beagle Active Probe, Light
Amplification, AMS
Slightly slower than the Osiris, the Raven weights five tons more and supports
all electronic equipment of the game, thoughs it doesn't have Jump Jets. The
Raven is intended as a recon and support 'Mech: the NARC beacon is useful to
direct friendly missile fire.
CHIMERA
Mass: 40 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Reflective, 9 tons
Maximum Speed: 102 kph
Jump Jets: yes
Weapons: 1 Large Laser, 1 Medium Laser, 1 MRM 20, 1 MG Array
Equipment: none
Bays: 1 Balistic (3 slots), 1 Missile (3 slots), 1 Beam (3 slots)
Additional Equipment: Light Amplification, Jump Jets (3 tons), AMS
A good medium-sized, all-around 'Mech the Chimera. Its weapon bays can accept
all but the bulkiest kind of weapon, making it good enough for both
reconaissance (though it lacks the dedicated equipment) and combat. The main
configuration has its main drawback in the limited ammo supply and accurancy of
the MRM 20, probably the Chimera main weapon and relative lack of other
hard-hitting weapons.
HELLSPAWN
Mass: 45 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8 tons
Maximum Speed: 106 kph
Jump Jets: yes
Weapons: 3 Medium Pulse Lasers, 2 LRM 10s
Equipment: Guardian ECM Suite
Bays: 2 Missiles (2/3 slots), 3 Beams (1/1/1 slot), 3 Ballistic (1/1/1 slot)
Additional Equipment: Guardian ECM Suite, Light Amplification, Jump Jets (3
tons), AMS
I think the Hellspawn is well suited for close-range fightings, though the
presence of a Guardian ECM Suite may turn it into a good sniper, especially
with missiles.
One of te best costumizations I've ever done was a close-range 'Mech, with
three SRM racks and 3 Medium Pulse Lasers.
UZIEL
Mass: 50 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8 tons
Maximum Speed: 95 kph
Jump Jets: yes
Weapons: 1 SRM-6, 2 PPCs, 2 MG Array
Equipment: none
Bays: 1 Missile (2 slots), 2 Balistics (2/2 slots), 2 Beam (3/3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (3
tons), AMS
The cover 'Mech. The Uziel is ideal as a raider thanks to its impressive speed
and manueverability, plus its main weapons, two PPCs.
The backup weapons, a SRM-6 and two MG Array should be removed for more heat
sinks or additional armor.
Upgrading the Uziel is simple: Clan ER PPC, Clan Streak SRM-6, maximum armor
and additional heat sinks in place of the Machine Gun Arrays.
BUSHWACKER
Mass: 55 tons
Internal Structure: standard
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8.5 tons
Maximum Speed: 85 kph
Jump Jets: none
Weapons: 2 Medium Pulse Lasers, 1 LRM 5, 1 LRM 10, 1 AC/10
Equipment: none
Bays: 2 Balistic (3/2 slots), 1 Beam (2 slots), 2 Missile (2/3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, AMS
Realtive rare in this game, the Bushwacker is a medium-weight BattleMech
designed as a fire-support boat for any kind of formation. Twin LRM launchers
and a single AC/10 are enough to produce an hard-hitting rain of long-range
fire that most Inner Sphere 'Mechs could not withstand. However, against the
superior Clan technology the Bushwacker isn't so effective.
ARGUS
Mass: 60 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Reflective, 12 tons
Maximum Speed: 81 kph
Jump Jets: none
Weapons: 1 LRM 10, 1 MG Array, 2 Ultra AC/5s, 2 Medium Lasers
Equipment: none
Bays: 1 Missile (3), 2 Beam (2/2), 1 Balistic (5)
Additional Equipment: Light Amplification
The Argus is different from all other 'Mechs: it is the only to lack any kind
of additional equipment (including AMS) except for the nearly useless Light
Amplification. It is decently fast and protected by a tick Reflective armor,
and can host most beam and missile weapons thanks to its large bays, but the
main weapon of the Argus should be one or two large-bore balistic weapon, as it
can certainly support thanks to it huge balistic port.
CATAPULT
Mass: 65 tons
Internal Structure: Endo Steel
Torso Twist: 100 degrees
Armor Type and Tonnage: Reactive, 12.5 tons
Maximum Speed: 76 kph
Jump Jets: yes
Weapons: 1 Small Pulse Laser, 2 LRM 20s, 1 Large Laser
Equipment: Light Amplification
Bays: 2 Missile (4/4), 3 Beam (2/2/2)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (4
tons), AMS
Where the Argus is prevalently a balistic-based 'Mech and the Awesome an
energy-only machine, the Catapult was especially designed to sport huge missile
bays to carry any launcher existing. This old design also serves in the
Capellan Confederation as fire-support unit were Archers or more expensive
'Mechs lack or are to valuable and probably served as basis for the Clan Mad
Dog OmniMech.
A Catapuilt should be always configured as a long-range fighter, with one ER
Large Laser or equivalent, smaller LRM launchers to support AMS and Active
Probe equipment and Medium/Small Pulse Lasers for close defense.
THANATOS
Mass: 75 tons
Internal Structure: Endo Steel
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 12 tons
Maximum Speed: 73 kph
Jump Jets: yes
Weapons: 1 LB 20-X Scattershot, 4 Medium Pulse Laserss, 1 MRM 40
Equipment: none
Bays: 2 Balistics (2/4 slots), 1 Missile (3 slots), 2 Beams (2/2 slots)
Additional Equipment: Guardian ECM, Light Amplification, Jump Jets (4 tons),
AMS
The most distinctive feature of the Thanatos is its capability to twist its
torso in 360 degrees. Though this isn't genereally used, it may become useful
in situation where you'll have to run away from enemies; in its standard congif
the Thanatos is a good medium and short range fighter.
Good complement of optional equipment (ECM and Jump Jets over all) and mix of
bays; the best way to modify a Thanatos is to mount a Gauss Rifle, some lasers
(groups Medium Pulse or standard/ER Medium, or a single standard/ER Large
Laser), one pack of Streak SRM (LRMs if you mounted the Medium Lasers), ECM
Suite and Jump Jets.
AWESOME
Mass: 80 tons
Internal Structure: standard
Torso Twist: 80
Armor Type and Tonnage: Ferro Fibrous, 15 tons
Maximum Speed: 75 kph
Jump Jets: none
Weapons: 2 SMR 2s, 3 Medium Pulse Lasers, 3 PPCs
Equipment: none
Bays: 4 Beam (3/3/3/2), 1 Missile (2)
Additional Equipment: Light Amplification, AMS
As the original Awesome's profile says, "the only way to counter an Awesome is
with an other Awesome". 3 PPCs and 15 tons of Ferro-Fibrous armor make this
'Mech a very powerful enemy in any environment: deadly at long range thanks to
its PPCs and decent at close ranges due to the Medium Pulse Lasers and SRM
racks. It is also a reasonably fast 'Mech, with a top speed of 75 kph.
The Awesome is well suited for energy weapons: triple ER PPCs, Large Pulse
Lasers or ER Large Lasers, maximum armor, AMS and enough heat sinks to
withstand the extreme temperatures that most variants will produce are the most
obvious choice.
MAULER
Mass: 90 tons
Internal Structure: standard
Torso Twist: 80 degrees
Armor Type and Tonnage: Reactive, 13 tons
Maximum Speed: 65 kph
Jump Jets: none
Weapons: 4 Medium Lasers, 4 Ultra AC/2s, 2 LRM-10s
Equipment: none
Bays: 2 Ballistics (3/3/3), 2 Missiles (3/3), 2 Beams (2/2)
Additional Equipment: Beagle Active Probe, Light Amplification, AMS
The Mauler is an assault 'Mech particulary good at long range, with its four
Ultra ACs and LRM launchers; the main problem with this configuration is
ammunition dependent: fighting with only 4 Medium Lasers is pretty hard, if not
impossible.
You can costumize a Mauler in this way: remove all ACs and Lasers and install
two Large Lasers or PPCs, install a Beagle Active Probe and upgrading the LRM
racks. An other possible variantion is to remove the LRM racks, upgrade the
Ultra ACs to a /5 variant and installing two large-caliber laser weapons with
enough heat sinks to handle them.
ATLAS
Mass: 100 tons
Internal Structure: standard
Torso Twist: 80 degrees
Armor Type and Tonnage: Ferro Fibrous, 18 tons
Maximum Speed: 57 kph
Jump Jets: none
Weapons: 3 Small Lasers, 1 Medium Laser, 1 Small Pulse Laser, 1 AMS, 2 PPCs, 2
LRM 10s, 1 Gauss Rifle
Equipment: AMS
Bays: 4 Beam (1/2/4/4 slots), 2 Balistics (4/2 slots), 2 Missiles (2/2 slots)
Additional Equipment: Guardian ECM, Light Amplification, AMS
Aah, the Atlas, or "death-head", as the skull painted over its cockpit shows.
In fact, the Atlas is one of the worst redrawings in this game, though it is a
good all around 'Mech, capable of accepting nearly any kind of weapon. In its
standard config the Atlas is slow but features a number of offensive long-range
weapons plus one AMS and close-range weapons. You can put two PPCs and one
(Light) Gauss Rifle or Ultra ACs combined with missiles plus a Guardian ECM
Suite for maximizing its role as sniper.
---------------
--CLAN 'MECHS--
---------------
COUGAR
Mass: 35 tons
Internal Structure: Endo Steel
Torso Twist: 140 degrees
Armor Type and Tonnage: Ferro Fibrous, 4.5 tons
Maximum Speed: 97 kph
Jump Jets: yes
Weapons: 2 Clan ER Large Laser, 2 Clan LRM-10, 1 Clan ER Small Laser, 1 Clan ER
Medium Laser
Equipment: Active Probe
Bays: 2 Beams (2/2 slots), 1 Omni (2 slots), 2 Missiles (2/2 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, LAMS
The lighest of the Clan 'Mechs, the Cougar is mainly a fast-moving missile
boat. The original version of the Cougar had twin LRM 10s and Large Pulse
Lasers, a configuration impossible to recreate without decrease the engine
rating or the armor.
The most notable characteristic is the total absence of Ballistic bays. There
are two ways to costumize a Cougar: by enhacing its Beam or Missile
capabilities. To maximize the Missile capabilities mount the Active Probe and
remove the 2 Large Lasers, upgrade the Medium Laser to a Pulse version, add an
other, remove the Small Laser and install twin LRM 20s with lots of
ammunitions. The Laser boat can be created with two or three ER Large Lasers
(the latter option will force you to remove any secondary weapon system) and
installing enough heat sinks to manage the heat generated by these weapons.
SHADOW CAT
Mass: 45 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 9 tons
Maximum Speed: 102 kph
Jump Jets: yes
Weapons: 1 Clan ER Large Laser, 3 Clan Medium Pulse Lasers, 1 Clan ER Small
Laser, 2 Clan MG Arrays, 1 Clan Strek SRM-6
Equipment: Jump Jets
Bays: 1 Omni (3 slots), 2 Beams (2/2 slots), 1 Ballistic (2 slots), 1 Missile
(3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (2
tons), LAMS
The (in)famaous Shadow Cat. Unfortunately the standard version proposed here is
a modified version of A configuration in the BattleTech boardgame. From the
boardgame this Shadow Cat lost one ER Large Laser but gained 2 MG Arrays and
some short and medium range lasers. The main advantage of this configuration is
that it isn't affected by ammo shortages and its incredible agility.
The Shadow Cat has a large Omni bay in its right arm; though this placement is
relatively fragile, the bay can hold almost any Clan weapon, including ER PPCs
and Gauss Rifles. It is also possible to recreate a missile carrier by adding
ECM Suite, Active Probe and two missile launchers to its Omni and Missile bay.
Maximizing its armor it is also a recomended step when configuring a Shadow
Cat.
VULTURE (MAD DOG)
Mass: 60 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Reactive, 10 tons
Maximum Speed: 85 kph
Jump Jets: none
Weapons: 2 Clan Medium Pulse Lasers, 2 Clan LRM 20s, 2 Clan Large Pulse Lasers
Equipment: none
Bays: 2 Missiles (4/4 slots), 2 Beams (3/3 slots), 1 Omni (2 slots)
Additional Equipment: ECM Suite, Light Amplification, LAMS
The Vulture is a fire support 'Mech, and it is one of the few 'Mechs with an
intact weapons load (though with different armor and an awful new aspect). The
accurancy of a Vulture is renowed, thanks to its Pulse Lasers and advanced Clan
launchers.
The best way to costumize a Vulture is to fully use its missile boat
capabilities, though it might be used as energy weapons boat, by using ECM
Suite and twin LRM 20s (or Thunderbolt launchers) with extra ammo. Downgrading
the LRM launchers and installing PPCs in place of Large and Medium Pulse Lasers
plus extra heat sinks is also suggested.
LOKI (HELLBRINGER)
Mass: 65 tons
Internal Structure: standard
Torso Twist: 140 degrees
Armor Type and Tonnage: Ferro Fibrous, 9.5 tons
Maximum Speed: 83 kph
Jump Jets: none
Weapons: 2 Clan ER Medium Lasers, 2 Clan Medium Pulse Lasers, 2 Clan ER Medium
Lasers, 2 Clan LB 10-Xs, 1 Clan Streak SRM-6
Equipment: ECM Suite, Active Probe, LAMS
Bays: 2 Ballistics (2 slots), 2 Omnis (3/3 slots), 1 Beam (2 slots), 1 Missile
(2 slots)
Additional Equipment: ECM Suite, Active Probe, Light Amplification, LAMS
The sister 'Mech of the heavier Thor, the Loki is a similar 'Mech, though it is
lighter, more additional equipment but no jump jets to mount. It also has
larger Omni bays, all capable to host a Clan ER PPC. In its standard config the
Loki is probably the best all around 'Mech in this game.
The only restriction to costumizing a Loki is your imagination: with three
large Omni bays and other specialized slots, full complement of electronics the
Loki can be costumized as you want.
NOVA CAT
Mass: 70 tons
Internal Structure: Endo Steel
Torso Twist: 100 degrees
Armor Type and Tonnage: Reflective, 14 tons
Maximum Speed: 73 kph
Jump Jets: none
Weapons: 3 Clan ER Large Lasers, 2 Clan ER PPCs, 1 Clan Small Pulse Laser
Equipment: none
Bays: 4 Beams (3/2/6 slots), 1 Omni (4 slots)
Additional Equipment: Active Probe, Light Amplification, LAMS
Currently the last OmniMech created by Clan Nova Cat and probably its deadlier
invention. MW4's Nova Cat is pratically unchanged from the board-game version,
though it gained one Small Pulse Laser. Costumizing the Nova Cat is relatively
hard, as it can accept nearly only energy weapons, though it has a large Omni
bay in its torso which can be used for large LRM racks to fully use the Active
Probe.
You can mount 3 large energy weapons (ER PPCs, Pulse and ER Lasers), increasing
its speed a bit and maximizing its armor or using its Omni port to create some
surprises (which can be nasty: you know that you are going to fight a Nova Cat,
so you mount reflective armor, but the Nova Cat engages you with an LB 20-X or
with a rain of missiles...).
THOR (SUMMONER)
Mass: 70 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 10.5 tons
Maximum Speed: 85 kph
Jump Jets: yes
Weapons: 2 Clan Ultra AC/5, 4 Clan ER Medium Lasers, 1 Clan MG Array, 1 Clan
LRM 15
Equipment: Light Amplification, Jump Jets
Bays: 3 Omnis (3/1/3 slots), 2 Missile (2/2 slots), 1 Beam (2 slots) and 2
Ballistic (2/2 slots)
Additional Equipment: ECM Suite, Light Amplification, Jump Jets (4 tons), LAMS
The Summoner (or
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