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Home\Mechwarrior\Strategy Guide\Black Knight
Charging the Base:
What mech hauls the most tonnage in at 101 KPH or faster

12/28/01 Entry      
hq.jpg (7873 bytes)by JaZon Z

10/08/2002 Update at bottom of Article

 

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What does one need to get to the base quickly? This question has come up as a result of the new game modes Siege Assault and Strongholds in the Black Knight MechWarrior 4 expansion. Siege Assault requires one team to take out a base building and a communications building while the opposing team defends with the help of many weapon turrets and defense buildings. In Strongholds each team has a base to protect with similar defensive equipment.

This article's purpose is to outline what mech could haul the most tonnage of electronics, heat sinks, weapons and armor at a speed of 101 KPH and up. Light mechs are eliminated because they are incredibly fast but even slowed down they couldn't compete. I'm not doubting their effectiveness of getting into a base and causing destruction, but this article is focusing on mechs with some staying power that can stick around long enough to deal damage and somewhat defend themselves against base defenses.

What Mech should I take?
Loki is normally the first Mech that comes to mind. Incredibly fast for 65 tons, the Loki can reach just shy of 118 KPH. With the engine upgraded to that speed the Loki can bring 32.6 tons of stuff which is half its body weight. That is a very high amount of equipment at that speed. What limits this mech? No Jump Jets! To be honest if this mech had Jump Jets it would be too powerful. However, with ECM installed limiting enemy radar, it is a great mech for charging right in. You may make it into weapons range long enough to get a few shots off at the base. One other weakness would be the arms. Most of the weaponry must be carried in the arms and you may find them shot off before making it to the target buildings. (many have experienced this in all the Attrition games)

118 KPH 65 ton Loki but is a little scared of heights - Click here for Loki specs

I need that vertical Leap! Here comes Mickey Mouse.
So what has Jump Jets and can still haul hind end? The largely under-appreciated Catapult. Many times I've heard, "why take a Catapult when the Vulture is so much better". I agree but there are a few reasons and Jump Jets is the biggest when raiding the base. That's right folks, It's Ninja time! Jump over the city wall, right up to their building and start firing before the automatic turrets can even respond. Although it only makes it up to about 104 KPH, the 65 ton Catapult can haul 38.6 tons of stuff into battle. Adding the affordable 4 ton Jump Jets still leaves 34.6 tons of stuff. Sure, the slots are a little lopsided, but LRMs are pretty good for stationary targets and there are some energy weapons options that will be discussed later in the article. It's getting past enemy mechs that is the problem. Watch out for those arms a.k.a. missile racks. (OH NO! Mickey's ears!)  The Ninja analogy is not quite accurate since the Catapult doesn't have ECM but switching radar off to passive works fairly well.

65 ton Catapult - Don't shoot Mickey!
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Click here for Catapult specs

70 ton Thor - the 'real' Ninja
-Click here for Thor specs

Another great choice is the 70 ton Thor. At 103 KPH it carries 36.1 tons and has a 4 ton Jump Jet option; the Catapult is a smidgen faster, has more tonnage at that speed, and the same Jump Jet tonnage. The Thor's weapons slot configuration is much better. The arm weakness is a consideration but there are some torso slots to spread the weapons love around. In all fairness the Thor is the Ninja. With Jump Jets, ECM and a fairly high speed of 103 KPH all he is missing is the black jammies. The Thor can bring only 2.5 tons less into battle at a speed that is 1 KPH slower than the Catapult but the ECM and good weapons slots is tempting. One thing to consider is being spotted. The Thor stands up straight and tall compared to the Catapult. Really, if spotted which would you shoot first, Mickey Mouse or the big human thing that is higher tonnage and can put a mean mix of weapons together in those arms? It may not matter because if you keep the ways of the Ninja you wouldn't ever be seen.

What of the Smaller Medium Mechs?
55 toners. Ryoken vs. Bushwhacker. Same speed of 106 KPH but the Ryoken can carry exactly 3 tons more at 31.10 tons AND has 3 ton Jump Jet ability. Before going Ryoken you may want to consider the 50 ton Uziel. Uziel can achieve 107 KPH, carry 32.6 tons into battle and has a 3 ton Jump Jet option.

A ShadowCat is better than a NovaCat. Why compare the 45 ton ShadowCat to the 75 ton NovaCat in the first place? Well, they both have Cat in the name (like many other mechs in the game) but the NovaCat has been considered a decent interference runner in Capture the Flag. As for storming the base this comparison grossly shows the NovaCat's inefficient speed. The ShadowCat can achieve the speed of 112 KPH with 27.35 tons and an option of Jump Jets but the NovaCat can only run 108 KPH and have 25.6 tons left and no chance for Jump Jets. The ShadowCat has a lower profile and at that amount of tons left could probably match armaments to the NovaCat. I guess you could pour all the NovaCat tonnage into armor and make it run with few weapons. Good for CTF, bad for blowing up buildings. If the Chimera could just run a little faster or carry a little more tonnage it wouldn't be outmoded by the ShadowCat in this function as it is now.

Honorable Mentions of Mechs that can't quite get 101 KPH
The 90 ton Sunder can haul buttocks at 89.75 KPH and brings 56.6 tons with it at that speed! No Jump Jet options but it has ECM. This is a mech to consider for a base defender or a big old "rush the base hope you make it but still be a good distraction" sacrifice.

I've seen a lot of Black Knights sneaking in like Ninjas. At 99 KPH it hauls 37.10 tons which is good but it's sub 100 KPH. The 4 ton Jump Jets are good and ECM option adds to its Ninja skills. Personally I prefer the extra speed that the Thor and Catapult provide.

Dishonorable Mentions
It is good for my soul to finally see the 90 ton MadCat Mark II NOT good for something. I'll give credit that it can crank to 88 KPH but only brings 34.6 tons at that speed. Jump Jets are available, but for a hefty 6 tons, which is a lot when you only have 34.6 to work with. Could be a great distraction mech to go up the middle. By carrying just enough weapons to really rock the defenders, they will come after the big MCMII distraction. Remember, you have to armor the behemoth with that 34.6 tons too. You can take a Sunder for the same purpose and also do more damage. I think the MadCat Mark II  looks like Mickey Mouse but more players tend to shoot it. The MCMII is scary for its damage potential. An excellent use for the MCMII is the slow and steady approach of turret knock out duty.

90 ton MadCat Mark II - BIG Mickey!
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Click here for MCMII specs

What Weapons Should Be Used?
Something to consider is filling these mechs with Medium XPulse Lasers. Cycle by cycle Medium XPulse Lasers (2.2 damage per cycle) do less damage than Large XPulse Laser (3.1 damage per cycle). However, they are light weight and only 1 slot. Medium XPulse heat isn't too bad either which means a lot more can be installed on a mech than Large XPulse Lasers. You will be able to deliver more damage per cycle with the right combination of Medium XPulse than you will with Large XPulse and most other weapons. The biggest argument against Medium XPulse lasers is keeping trained on your target so that damage is not spread out too much. If you can get close enough to the building (Medium XPulse have a 400 range) its not hard to stay trained on it with fast cycling weapons.

If you are not willing to "Ninja" in to the 400 range of a building deep within a heavily defended base, you can go with 1000 range Clan Long Range Missiles. They deliver a fair amount of damage per cycle and LRMs don't require locking time on stationary targets. Don't forget the barely used Medium Range Missiles. Although it is hard to hit moving targets with MRMs, they can deliver a big punch on unmoving targets. The big draw back is ammo limitation and you are back to that 400 range. With mechs of theses sizes running at these speeds, they can barely carry enough ammo. Normally you will find that there is just enough or just shy of the ammo required to destroy both buildings.

Artillery Strikes would seem viable too, but I think you will start to see a trend of them being banned. Apparently when the game is about to recycle after a base has been restored, Artillery Strikes can be fired at the ground where the buildings were standing. A couple seconds into the new game they will drop on the new building sometimes resulting in immediate destruction of the new enemy structures. This is a definite glitch in the game. Thanks to HappyGamers confidant Phaede for pointing that out to us.

10/08/2002 Update

Two chassis have emerged from the Mech Paks that have earned their place high on the list of base charging. Catapult no longer hauls the most tonnage at over 100Kph and faster. See the pros and con of the new chassis for charging.

The 65 ton Cauldron-Born of the Clan Mech Pak beats out the Catapult by hauling 40.1 tons of armor, weapons and components and is able to do it at 104Kph which is approximately 1 kph faster than the catapult. Two major disadvantages for the Cauldron-Born is the lack of Jump Jet option and wide body which has proven difficult to maneuver through tight areas to take cover.

The 60 ton Dragon of the Inner Sphere Mech Pak is able to reach a speed of 115Kph and carry 31.6 tons of equipment into battle. This is an efficient amount of mobile tonnage for this size mech. There are no Jump Jets avaialble but the Dragons biggest advantage is size and stature. It is a thin and short chassis allowing it to fit in tight alley ways. It is also hard to spot the Dragon above short obstacles. ECM for radar sneaking and IFF for target redicule suppression allow this mech to be extra stealthy. Although the Loki has better speed at nearly 118K and ECM, it lacks in IFF and stands very tall and obvious. The Dragon also has more torso based weapon slots which are better protection than the mainly arm mounted weapons on the Loki.


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