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Home\Mechwarrior\Strategy Guide\Black Knight
Bullets a' Blazin'
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100 ton Daishi with 3 Clan Ultra AC 20s
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-108 total damage in one shot
-6 second cycle time = 18 points of damage per second
-Knockdown power
-250 range
A solid shot from this combo can knock most 'mechs down. The Daishi is the only 'mech with the proper slot configuration to currently carry this combo. The shear tonnage of the Clan Ultra AC 20 and the fact that an extra ton of ammo is nearly mandatory, requires a large 'mech such as the Daishi to handle it anyway. To travel faster than the lowest 41kph, some  armor should be sacrificed, preferably leg armor. There is no substantial heat generated so no Heat Sinks are necessary which helps save tonnage for engines as well. Consider adding a 2nd extra ton of ammo to the Center Torso Clan Ultra 20, since that weapon will most likely survive the longest. This combo is ideal for city fighting.

When packing 3 Clan Ultra AC 20s, all ideas of speed are thrown out the window. Range is also a problem. On most maps this 'mech would be burned to the ground before arriving in range to fire. Range pigeon holes this design to city fights or well planned ambushes, but little else. It is also difficult to inflict the full damage of the weapon on faster 'mechs. Ultra AC20s actually fire 2 projectiles from one pull of the trigger. The second bullet will spread to a different part of the 'mech or miss entirely. Woe to those who run straight at this 'mech or are not fast enough to spread the second shot.

50 ton Uziel with 2 Clan Ultra AC 10s
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-36 total damage in one shot
-4 second cycle time = 9 points of damage per second
-rocks opponent, fast recycle
-400 range
The Uziel, in particular, has good maneuverability, speed and torso twist. Since the ACs are mounted in the Left and Right Torso, the arms can be nearly stripped of armor to keep enough tonnage available to hold these heavy weapons. Circling the opponent at close range with this considerable punch will keep the opponent reeling. Ammo may be a problem. Speed might be best sacrificed to the ever needy god of ammo. Large mechs can configure 3 and 4 AC 10 combos but usually they need to be in the 85 and above range where the fast circling technique won't be as effective. Jump Jets can be essential to this design for maneuvering behind enemy mechs.

Two big problems with the configurations. First is lack of ammo if you don't reduce speed to afford it. Reduce speed, and they hit this smaller circling 'mech easier. Second, this 'mech can be just fast enough that when a center torso shot is missed it normally hits the left or right torso depending on which direction the Uziel is circling. This can cause a premature loss of weaponry. Consider the Thor for this configuration as well. One Clan Ultra 10 can go in the Right Torso the other in the Left Arm. The Thor is 20 tons heavier which can allow for extra ammo and armor but less speed overall. You still have Jump Jets. The Thor does not maneuver as well but the 360 degree torso twist compensates for that.

90 ton Mad Cat Mk II with 4 Light Gauss Rifles
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-48 total damage in one shot
-6 second cycle time = 8 points of damage per second
-rocks opponent, extra range
-1200 range
The Mad Cat Mk II is especially suited for housing 4 Light Gauss Rifles. It can be equipped with the component Beagle Active Probe (BAP). This extends radar to a range of 1200. Enemy mechs can be targeted out side of normal radar range. The round targeting reticule will not turn red until the enemy 'mech is within 1000 range, but it is possible to aim for the center of the square targeting marker and take a shot at a mech outside the 1000 mark. Since the Light Gauss is 1200 range you can hit anything within BAP's reach. Watch the video at the bottom left of screen showing the 'mech that is targeted. If the 'mech is rocked by your shot, then you know you hit him, even though you can't see the damage. Light Gauss are fairly heavy and extra tons of ammo are wise. Strip the engine down some since charging into battle is not the idea.  Non-key armor positions can be partially stripped since you will hopefully stay out of most weapons range.

Most maps will have ground obstructions so that extreme range shots will be hard. If the enemy does charge this config it will be hard to take defensive action with low speed and lower armor, but nothing beats watching a confused 'mech wondering where the shots are coming from. This configuration is ideal for big flat maps such as Gatorbait.

100 ton Daishi with 3 Cluster Bombs
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-84 total damage in one shot (area effect)
-3 second cycle time = 28 points of damage per second
-blinding, area effect
-1200 range
The two key principles of this configuration is blinding and fast cycle time. A steady stream of cluster bombs can be launched among the enemy causing some area effect damage and blinding them. This can keep enemy distracted away from teammates sniping at mid or long range. With the quick recycle time of 3 seconds, heat can start building quickly. A fine balance must be designed into the Daishi, deciding between speed to get to battle and heat management through extra Heat Sinks. In a desperate moment, this 'mech can close with the enemy to try and keep the Cluster Bomb damage isolated on singular 'mechs.

Some servers are starting to ban Cluster Bombs because they interfere with the frame rate of weaker computers and result in some server lag created by the multiple calculations made for the area effect explosion. To take advantage of the full 1200 range, this weapon must be fired in a high arc. Too high and they will never land. Too low and friendly fire occurs. The rushing forward can cause much damage to the enemy mechs, but expect to take self inflicted damage from the area effect explosions.

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Mechwarrior 4 EVEN Teams Play
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