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Home\Mechwarrior\Strategy Guide\Black Knight
Arching Death From Above
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85 ton Masakari with 4 Clan Long Range Missiles 20 Packs and 3 Clan Long Range Missiles 10 Packs (110 Missiles)
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-88 total damage in one shot
-6 second cycle time = 14.666 points of damage per second
-rocks opponent, knock down some 'mechs
-1000 range
There is a new king of missile boat mechs in town, the Masakari. Oh sure, it looks like the dump truck Transformer from long ago but it is the new king of Long Rang Missiles. Technically this is a combo of 2 different weapons. The LRM20 and LRM10, but LRMs are LRMs and this is the true missile boat. Before the Clan 'Mech Pak, 100 total missiles were achievable in the form of five 20 packs or a combination of 20 and 10 packs. Daishi, Mad Cat Mk II, Vulture, Mad Cat and now the Cauldron Born and Kodiak could all arm 100 missiles. The Masakari takes it literally 1 step farther by holding 10 more missiles for a total of 110 LRM Missiles. Coupled with BAP, which locks LRMs faster, and Enhanced Optics, making it easier to zoom in, the Masakari is crowned King of Long Range. This is the only Mech capable of 110 LRM Missiles.

Anti-Missile Systems can stop many from hitting an enemy 'mech. LRMs can often spread damage across all torsos and the head. Faster 'mechs can out run some of the missiles as well. Most smaller mechs will still be knocked over by this barrage and those retreating will usually still be hit by missiles arcing over hills. Consider asking a close range brawler 'mech to carry a Narc Beacon, removing the need for a lock.

Multi Weapon Type Combos
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100 ton Atlas with 2 Clan Streak Short Range Missiles 6 Pak, 11 Clan ER Small Pulse Lasers, 6 Clan Machine Gun Arrays
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-19.7 total damage in one shot
-0.25, 0.30, 3.0 second cycle time = 22.38 points of damage per second
-constant chipping away of armor and blinding opponent
-200-250 range
No this isn't the spare parts 'mech. This particular design will work with any large 'mech with many weapons slots, but the Atlas is the coolest because he can shoot a laser out his right eye. The premise is to install as many of the fastest recycling weapons available. Charge this 'mech straight at an enemy, right up to their face and hold the trigger down. The resulting barrage of weapons special effects will blind them, and at 22.38 points of damage per second , even if it spreads out a little, will quickly chip away 'mech armor. It can also cause frame rate problems because their computer and graphics card is trying to process all of the weapons information. It is a little bit of dirty play but isn't that what war is about. Even when adding a couple tons of ammo to the Machine Gun arrays, there is plenty of tons left over to armor up and speed up the 'mech. The Atlas ECM is also beneficial to assist in sneaking up into range.

Range is a big factor. Similar to the Ultra AC 20 design above. Making it into range is difficult. This design does allow for more armor and more charging speed but for the most part it won't make it into range with enough weapons left to blind or damage, nor enough armor to stay long in the fight. The damage spread is notable but 22.38 points of damage per second can't be ignored. Concentrate on small lasers and machine guns primarily for the quick cycle time.

75 ton Mad Cat with 100 LRMs and 2 Large X-pulse Lasers
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-94 total damage in one shot
-2.25 or 6.0 second cycle time = 19.555 points of damage per second
-covers distance and close fighting
-700 and 1000 range
Daishi, Kodiak, Masakari and Mad Cat are the only 'mechs capable of this configuration. Mad Cat is a bit more maneuverable and low profile which may keep the enemies away. When first put together, this 'mech will seem to run too hot. The idea is to only take minimal ammo for the LRMs (allowing for more Heat Sinks and speed) and use the Large X-pulse after LRM soften the target. At times of desperation when the enemy has closed, Alpha Strike and fire all weapons at once and hope the coolant flushes keep up. The Large X-pulse are only there to help finish the job and to act as a supplemental weapon when LRM ammo runs out.

Generally this is a solid design but too many Alpha Strikes can result in a sleepy shut down 'mech. Consider substituting the X-Pulse for ER Large Lasers for better heat efficiency. ER Large slower recycle time challenges the pilot to make accurate shots. Also consider ER PPCs. These can be fired with LRMs when targets close to 900. Heat could be a problem, and PPCs are not best for close up fights if it comes to that. Larger Mechs are able to carry Clan Gauss or even a couple of Clan Ultra AC 10 but don't forget that an energy weapon is a good backup when the ammo supply is a concern.

100 ton Daishi with 3 Clan LBX20s and 2 Clan LBX10s
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-100 total damage in one shot
-4 or 6 second cycle time = 19 points of damage per second
-covers distance and close fighting
-300 and 450 range
Daishi is the only Mech that can accomplish this. This combination has massive potential to knock 'mechs down, but only at very close range. LBX tend to weaken at the farthest reaches of range. Though more damage and better at peak range, substituting AC20s and 10s would cause weight problems. This design is missing some armor in favor of weapons, but the rest is solid. (consider stripping some armor from legs and put the tonnage to get speed above 50kph) Top speed of 51kph is best that can be managed without seriously compromising armor. There is no extra ammo but since these are not Ultra weapons, they will shoot 1 shot at a time. This design eeks out a lead over the 3 Ultra AC Daishi design by having 19 points of damage per second versus 18. Range is also slightly better but at the edge of range these weapons aren't as potent.

Ammo may be an issue, but range certainly is. The LBX 10 with 450 range can be fired separately as 'mechs close. This 'mech will generally be tied to city duty. Some would still argue that the 108 single shot damage of the triple Ultra AC 20 is the better choice. This may be true but both of those bullets have to hit the same location for best results. If in close, all the damage from this configuration will go to one spot. Designs such as these will become more relevant in the Mercenaries coming out in November 2002, where money matters. Ultra AC20s may be more expensive so an LBX combo may be more cost effective.

100 ton Daishi with 2 Clan Gauss Rifles. 2 Light Gauss Rifles and 1 ER PPC
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-72 total damage in one shot
-6 or 8 second cycle time = 10 points of damage per second
-long range, knocks smaller 'mech down
-900 to 1200 range
In one word "sniper". This is the mobile turret. Usually moving at no faster than 42kph, it is meant to sit and fire. Sacrifice some leg armor to keep the upper body protected. Don't worry about adding extra ammo. The cycle time is so long that not many shots are fired throughout a game and between deaths to soak up your ammo. The ER PPC in the center torso doesn't require ammo which serves as a good backup in long fights. It is certain that 'mechs of this design are likely to have this weapons the longest in an extended fight. If this ER PPC is destroyed, the Daishi shares the same fate. Heat is not a problem, just speed. A constant march forward is advisable if forced into the attack position. Kill what is in front but keep moving. Consider taking smaller mechs as a wing man to run ahead, point out enemy and keep them distracted so they don't see the big slow guns coming. Many versions of this design are possible but keep long range in mind since it will take time to bring this 'mech in for shorter range engagements.

Another good reason for small 'mech wingman is for protection. If a small enemy 'mech closes and starts circling it is hard for a lumbering 42kph 'mech to turn and get a bead on them not to mention leading the target successfully. The saving grace is that if a shot hits, it is likely that little 'mech is falling down.

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