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65 ton Loki with 2 LRM 20 Packs and 1 Clan Narc Beacon
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-32 total damage in one shot
-6 or 8 second cycle time = 5.333 points of damage per second
-good distraction, durable Narcing
-600 Narc to 1000 LRMs range
Charge the enemy with 117Kph speed which a Loki can achieve, Narc them with the Narc Beacon and run right on past them. Aim the LRMs straight up in the air and let them fly without looking back. The Beacon will draw them right to the Narced enemy. This works best if other teammates have LRMs as well. The Loki is fast enough and durable enough to make it to the enemy. Forty missiles will certainly contribute to the carnage but the Narcing is most important. Consider this design for Capture the Flag. Narc the guards on the way to get the flag and fire into the air while running away with the flag. The rocking, as a result of missile hits, may cause trouble in their targeting.

Obviously this isn't a killer ''mech, so don't expect a high kill ratio. Consider it a utility 'mech that can actually contribute to the fight. It is low and spread out damage, but with a missile boat 'mech backing up the fight, this design could be a tide turner. Also consider a smaller faster 'mech for this design, carrying one LRM 20 Pack and a Clan Narc Beacon.

70 ton Nova Cat with 6 Clan Flamers and 1 Artillery Strike
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-6 to 7 total damage in one shot (and overheating of enemy)
-4 second cycle time = (I'm not going to calculate this) points of damage per second
-overheat and LRM support
-150 range
Ready to be just plain annoying? With 6 flamers you will shut down the coolest running mech. This is especially lethal on desert maps. Note the Artillery Strike. Once shut down, mark that target 'mech for an artillery strike. Artillery Strike is banned on several servers for several reasons, so consider substituting a Narc Beacon or a 7th Clan Flamer. Either will help LRM 'mechs to more easily target shut down mechs. If lucky this tactic may cause a self destruct. Keeping key 'mechs shutdown for most of the fight can be crucial. keeping 2 or 3 Laser based mechs incapacitated for half the fight could be lethal. Consider that Laser based designs will be gunning for this 'mech but since Clan Flamers are only 0.5 tons each, some speed and Reflective armor is affordable.

The lack of range is crippling. This is also not a killing 'mech. There is little to directly contribute in kills and scores. Flamers are hot so the Nova Cat must be prepared to deal with the heat as well. Speed is essential but at least the Nova Cat can top off at 107 kph. This configuration becomes a huge target for Laser fanatics. By end of game, expect this 'mech to be a distraction for all the Laser Mechs to pick on. This is still a good function but sometimes not much fun to play.

30 ton Uller with 2 Medium X-pulse Lasers and 1 Flare Launcher
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-4.5 total damage in one shot
-1.25 second cycle time = 3.6 points of damage per second
-blind with flare, consistent damage
-400 mXpls and 600 Flare range
Small 'mechs cannot be left out. Generally this design can be used on any 'mech 40 tons or less. Speed Speed Speed is essential. The Uller can achieve the highest currently at 141kph. Do not get hit, keep moving. Reflective armor is also crucial. The biggest threat to small mechs are instant hit lasers. No target leading is necessary for lasers which are easiest to use against small fast 'mechs. Don't fret too much about LRMs and other missiles. If small mechs keep on the move a lot of LRMs will impact on the ground behind them IF the LRM 'mechs can achieve a lock on the fast moving Uller. Little Mechs are hard to hit with ballistic weapons. Just install the Reflective Armor. The Medium X-Pulse Lasers will provide a steady stream of damage and the Flare Launcher should be fired at the cockpit to blind. This will make it even more difficult to target a circling Uller. Consider substituting the Flare Launcher for a Clan Narc Beacon to support LRM 'mechs.

The Uller and other small 'mechs go pop which is the only real problem. The 2 Medium X-pulse Lasers will eventually take down even the largest 'mech and the fast, hard to hit Uller will bring about a long distracting exchange, usually allowing larger friendly 'mechs to have their way with the distracted enemy.

100 ton Kodiak with 3 MRM 40 Packs and 1 Clan LBX 20
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-120 total damage in one shot
-5 or 6 second cycle time = 23.2 points of damage per second
-knock down power
-300 LBX20 and 400 MRM range
The original MRMs are not used by many because they are hard to aim. This design, however, is focused on ramming the enemy to hold them in place and then unleashing the payload. The Clan LBX 20 is simply there to cause some concentrated damage for killing shots. Other than the Kodiak, only the Masakari is big enough and has the slots to carry triple MRM 40 packs. Weighing in at 15 tons less, eliminates the complimentary Clan LBX 20 on the Masakari. The Kodiak can also jump. This could be essential, especially in a city map. Dropping from the top of a building behind someone can be devastating.

MRMs are powerful but hard to aim. Anything short of getting entangled with your enemy to stop them long enough to fire, won't work very well. Small 'mechs will be nearly impossible to hit. MRMs suffer from ammo problems. Base ammo allows for 6 volleys and with 5 recycle seconds it goes quickly. The only way to bring enough ammo is to eliminate the Clan LBX 20 which is an extra punch that would be sorely missed or the Jump Jets which will slow down this slow configuration even more. Consider this a run and tackle 'mech. Because of ammo, a missed shot is not viable. SMRMs are weak and a poor substitute. Even though they are easier to taget, do no use them.

65 ton Cauldron-Born with 2 Clan Ultra AC 10s and 1 Clan LBX 10
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-50 total damage in one shot
-4 second cycle time = 12.5 points of damage per second
-punches a good hole, quick recycle time
-450 for LBX and 400 Ultra10 range
Brawler 'mechs. Gotta' love 'em. Though triple Clan Ultra 10 would be desirable, the tonnage is too much. The Clan LBX 10 provide enough complimentary close range punch, at the same cycle time, to be worth while. The quick recycle time provides a constant stream of damage. A Cauldron-Born is capable of 70+kph speed in this design which is helpful. Consider the same design for the Thor. The low profile is lost but ECM is available for extra sneakiness and the 1 Clan LBX 10 can be exchanged for a Clan Ultra 10. Unless you keep the lighter weight LBX, speed and ammo are an issue in the Thor. This design can be mimicked in many chassis but consider maneuverability, torso twist and ammo consumption when making the decision.

All the medium and heavy 'mechs tend to be arm dependant. Plan on armoring up the arms to full and still plan to lose them. If a ton of ammo must be left out, make sure it comes out of an arm since they are most likely to go first.

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Mechwarrior 4 EVEN Teams Play
Make sure you have the Point Update loaded for your Vengeance (v3.0) or Black Knight (v1.0) and all the official Mech4
Multiplayer Maps downloaded (Download Gagetown and Coliseum at this link). Email jazonz@happygamers.com for more details and server name. We will have volunteers ready to switch teams to keep it balanced and if there are enough early reservations the server will be private.
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NEXT GAME DATE AND TIME: to be announced