MechAssault Guide/FAQ by Moo

I. Weapons
A. Energy Weapons
1. Pulse Laser
2. Medium Laser
3. PPC
4. Flamer (New!)
B. Ballistic Weapons
1. Machine Gun
2. Autocannon
3. Gauss Rifle
C. Missile Weapons
1. Crossbow Missile
2. Hammer Missile
3. Javelin Missile
D. Lava Gun
E. Defensive Special Weapons
1. Jump Jets
2. Chaff
3. Target Jamming
4. Nullsig
5. Shield
II. Mechs
A. Light Mechs
1. Elemental
2. Uller
3. Kit Fox
4. Owens
5. Hackman
6. Cougar
7. Puma
8. Raven
9. Corvus
B. Medium Mechs
9. Uziel
10. Belial
11. Vulture
12. Mad Dog
13. Catapult
14. Loki (New!)
15. Hellbringer (New!)
16. Bowman
17. Thor
18. Summoner
C. Heavy Mechs
19. Mad Cat
20. Timber Wolf
21. Atlas
22. Prometheus
23. Ragnarok
24. Ymir



I. Weapons


A. Energy Weapons:
Energy weapons deal great damage, are very accurate, and have a decent rate of fire. However, they generate heat very quickly.

1. Pulse Laser
The pulse laser is a rapid-fire laser beam that deals moderate damage. It cannot track the enemy, so you'll have to do all the aiming yourself. Pulse Lasers can generate heat quickly if you are careless with them, so make sure you arent just shooting air.

2. Medium Laser
Medium Lasers are a step up from the Pulse Laser. Instead of multiple smaller beams, the medium laser is one big beam that can track it's target slightly in mid-flight. Deals good damage, but fires much slower than the pulse laser. The medium laser also generates heat faster than the pulse laser.

3. PPC
A fan favorite, the Particle Projection Cannon is a powerful bolt of energy that can track its target better than the medium laser and deliver massive damage in just one hit. The PPC must be charged for a few seconds to deal maximum damage, and generates heat very quickly. The PPC bolt moves pretty quickly, but can be dodged with some fancy footwork or a quick blast from jump jets (with a lot of practice.) The PPC's main enemy is the target jammer, which will render the PPC useless in long range or even medium range combat.

4. Flamer (New!)
The Flamer is the first new weapon to hit MechAssault, and is also currently only availible on the Hellbringer Medium Mech. The Flamer will fire a single ball of something hot and spicy at the enemy, delivering decent damage. It fires fairly quickly, and has excellent tracking abilites, similar to that of the PPC. It's not the most powerful weapon, but beacuse it's only thrown off by Target Jamming, it's very easy to hit the enemy. As to be expected, the Flamer generates a good amount of heat.


B. Ballistic Weapons:
Ballistic weapons are extremely accurate and fast in the air, but offer no or little tracking. Ballistic weapons also tend to generate heat less than energy or Missile weapons.

1. Machine Gun
The Machine Gun is a rapid-fire weapon with a short range. The closer you are to your target, the more damage will be dealt by the Machine Gun. An advantage to the Machine Gun is that it generates almost no heat, and is a good alternative to running when your mech is in danger of overheating. Also, the Machine Gun's targeting area is very large, allowing you to hit more accurately than with the Pulse Laser. Still, at a medium distance, the Pulse Laser is more useful than the Machine Gun, but up close, the Machine Gun will prove to be more effective.

2. Autocannon
Autocannons are a medium damage, medium range weapon that deals heavier damage when you get closer to your target. Autocannons fire single shot, and the rate of fire is also somewhat slow. Autocannons also generate a moderate amount of heat. Hard to aim, since no tracking is offered, but packs a decent punch from any distance. Autocannons also have a (small) chance to knock your opponent off it's giant feet for a few seconds, allowing you to fire at the defenseless, immobile mech without fear of retaliation... untill it gets up, at least. When upgraded, you will fire multiple Autocannon shells at once, rather than a single, more powerful shot. This gives you a much better chance to knock someone down, and should be used frequently during an intensive fight.

3. Gauss Rifle
The Gauss Rifle is a high damage, long range, ballistic weapon that is very accurate. Works great at a distance or up close, the Gauss Rifle also has enough power to knock a mech off its feet, giving you plenty of time to prevent it from getting up again. The Gauss Rifle also has the ability to track its targets slightly, but at a long range against a fast mech that is strafing, it may work against you. It generates less heat than the Autocannon, but has an even slower rate of fire.


C. Missile Weapons:
Missile weapons deal heavy damage from a distance, and have the best tracking ability of the three weapon classes. However, some Missiles can be jammed or thrown off by chaffs, and generate heat very quickly.

1. Crossbow Missiles
Crossbow Missiles are quick firing Missiles that deal decent damage. They work best at short range, especially against the smaller and more agile mechs, who can easily dodge slower or unguided attacks. Their heat generation is moderate, but can add up when fired from quad launchers. Crossbow Missiles cannot track an enemy at long range. When upgraded, you will fire multiple Crossbow Missiles at once, rather than a single, more powerful version of it.

2. Hammer Missile
The Hammer Missile is perhaps the most damaging weapon in the game, yet also the most difficult to use. Hammer Missiles offer no tracking, unlike the other missiles, but offer massive splash damage. You must charge up Hammer Missiles before firing to achieve accuracy, and charging also sets a timed delay for the missile to explode. Failing to charge the missile to its minimum level will result in a missile that will fly erratically and explode prematurely, even in front of your face (though this can be used to your advantage in an intense close range brawl.) The missile also sticks to anything it hits until it explodes. Although this combined with the timed delay is useful for setting ambushes, the opportunity for this rarely occurs. If you're a big FPS player, it is possible to deal damage with the Hammer Missile by targeting the ground near the mech, and injuring it from splash damage, but it is not reccomended. When fully upgraded, the Hammer Missile will be able to take down the heaviest mechs in just a few hits, just dont kill yourself with it.

3. Javelin Missiles
Javelin Missiles are similar to the Crossbow Missiles, except that they deal heavier damage, fire slower, have a longer range, and generate heat quicker. Javelin Missiles are much better suited for long-range attacks than the Crossbows, as targets too close to you will actually be overshot by the Javelins. Players that like to dish out heavy damage from a distance, yet dont like any of the mechs that offer the Gauss Rifle, should learn to love the Javelins.


D. Lava Gun
The Lava Gun is a special weapon found only on the Ragnarok and it's variant, the Ymir. You can only acess this weapon by pushing the "cycle weapons" button until it comes up. The Lava Gun will fire three consecutive flaming balls of... something (lets say lava,) delivering incredible damage. No tracking ability, but because you get three chances to hit your target, coupled with the great splash damage it deals, it shouldnt be a problem. Very cool, but requires some aiming practice. Heat generation is moderate considering the damage you'll be causing, but can quickly overheat your mech if you're careless.



E. Defensive and Special Weapons
These are not available on all mechs, but they will certainly help your mech survive longer in the field. Having any one of these is a big help in gaining an edge over your opponent.

1. Jump Jets
Most medium and light mechs come equiped with jump jets, which allow the mech to boost itself into the air and reach higher ground, avoid an attack, or get out of the way of a mech going critical. The lighter your mech, the faster it will get in the air, and the faster it's jets will recharge. All mechs have a maximum height, and it's best not to just be floating in the air once you cannot go any higher. You'll just be a big target that everyone can see with nothing to hide behind. Jump Jets also generate some heat. Mechs may have jump jets and one other defensive special weapon.

2. AMS
The AMS is another common defensive special, and couldn't be simpler. It shoots out a chaff that will cling to the ground and act as a heat source, directing the attention of both Javelin and Crossbow missiles fired in your direction to it. As long as you've got a chaff flare between you and the enemy, you should be safe from missile attacks. The chaff burns out after four seconds, and takes six seconds to recharge. The advantage of the AMS over target jamming is that it can be used very quickly once the chaff runs out.

3. Target Jamming
Target Jamming is one of the more useful defensive specials. When activated, the Target Jammer will prevent any mech from getting a lock on you, making any weapon that tracks as mindless as a machine gun bullet. This goes for Medium Lasers, PPCs, Flamers, Gauss Rifles, Crossbow Missiles, and Javelin Missiles. You can be hit if they aim them well enough, however. Target Jamming lasts six seconds, and takes fifteen seconds to recharge, so use it wisely.

4. Nullsig
The Nullsig will render your mech invisible to enemy mechs, as long as you don?t fire on them or generate too much heat. When you are completely invisible, mechs will also be unable to detect you on radar or lock onto you with weapons. As you generate heat, you become slightly less transparent, allowing the enemy to not only see you but lock onto you as well. Should your mech be damaged and be sparking or smoking, the sparks and smoke will be a dead giveaway, as they will remain even while totaly invisible. Footprints can also be used to spot Nullsig mechs on the move. Charging a PPC is also another way for you to reveal yourself to the enemy, but you can charge a Hammer Missile in total secrecy. The Nullsig lasts thirty seconds, and takes fifteen seconds to recharge.

5. Shield
The Shield is only availible on the Ragnarok and it's variant, the Ymir. When activated, the Shield will offer you about 1-2 seconds of invunerability. Very useful when under heavy fire, or when you see a pair of PPCs comming your way. The Shield recharges very quickly, taking four seconds before it can be used again. The shield also generates no heat.



II. Mechs

A. Light Mechs
The light mechs of MechAssault are built around mobility. While they wont be touting impressive weaponry and they won't survive in a direct battle with a big mech for too long, the light mechs are great with sneak attacks due to the nullsig defensive special, and also make great support for the heavier mechs. An experienced light mech pilot will know how to exploit the slower movements of the heavier mechs to their advantage.

1. Elemental
Tonnage: 5 tons
Speed: 15mph
Energy Weapon: Pulse Laser
Ballistic Weapon: None
Missile Weapon: Crossbow Missile (x2)
Jump Jets: Yes
Defense/Special: None
The Elemental is not actually a "mech", but an armored powersuit. This suit is only slightly bigger than a human, so this little guy will look like a mouse compared to the size of other mechs. It's only 5 tons, and will be crushed from a few shots from most weapons. It's also the slowest thing in the game, making it unable to even run away from encounters with other mechs. So what does the Elemental have going for it? Well, not much. If you really like jump jets, then the elemental may be for you, since it's super light design will allow you to zip through the air, and recharge your jump jets to full before you even hit the ground. It's pulse laser wont be doing much, but its crossbow missiles aren?t that bad if you can find a safe and out of the way spot to launch them from. Obviously, only useful as a support mech, or specialty games when it's 7 Elementals vs. 1 Ragnarok or Atlas.

2. Uller
Tonnage: 30 tons
Top Speed: 40mph
Energy Weapon: Medium Laser (x2)
Ballistic Weapon: None
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: Chaff
The Uller is the lightest of the actual "mechs". Very fast and maneuverable, but prone to blowing up in heavy combat, the Uller is best used as a hit-and-run support mech. Because it has just one crossbow missile launcher, you're going to have to rely on your twin medium lasers for damage. These aren?t that bad, but the fact that you have no ballistic weapon to use as backup seriously dents the Uller's usefulness when you start to generate too much heat. Learn to dodge attacks and use your chaff, because they are very poorly armored.

3. Kit Fox (Uller Variant)
Tonnage: 30 tons
Speed: 40mph
Energy Weapon: Pulse Laser
Ballistic Weapon: None
Missile Weapon: Hammer missile
Jump Jets: Yes
Defense/Special: NullSig
The Kit Fox is an interesting alternative to the Uller, and changes the role from hit-and-run to stealthy support. The Hammer Missile is capable of dealing good damage to the enemy and anything around it, but it suffers from a charge time. This is where the beauty of the nullsig shows its power. Many times you can hide right next to an enemy, silently charging your hammer missile the whole time. Jump out, fire off your missile, then quickly move behind something and remain hidden while you charge up your next missile. Apart from this, the Kit Fox is pretty useless. The one pulse laser won?t be killing anything, and it's too weak to survive long in a head to head combat situation.


4. Owens
Tonnage: 35 tons
Speed: 45mph
Energy Weapon: None
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: None
Defense/Special: Target Jamming
The Owens is slightly heavier and slightly faster than the Uller, making it the fastest mech in the game. Unfortunately, a trade off of this is that the Owens gets no jump jets, a staple for light mechs. The lack of an energy weapon will also prove to be a problem for the Owens, but the x2 Crossbows and x2 Machine Guns give the Owens decent power in close quarters, which, oddly enough, is where the Owens works best. Since it's so fast, combined with the close range weapons and target jamming, the Owens is a great mech for literally running circles around heavy mechs that are too slow to keep up with it. It's this tactic that has earned Owens the unofficial title of "Giant Slayer" over XBL. The other advantage the Owens has is that it?s great at disposing of heat, keeping its somewhat limited weapons from ever overheating.

5. Hackman (Owens Variant)
Tonnage: 35 tons
Speed: 45mph
Energy Weapon: None
Ballistic Weapon: Gauss Rifle
Missile Weapon: Crossbow Missile (x2)
Jump Jets: None
Defense/Special: NullSig
Like the Owens but don?t want to be so close to the action? Then the Hackman is for you! Basically the same as the Owens, except you get a gauss rifle instead of two machine guns. This gives you slightly less power in close combat, but a huge increase in long-range combat. Also, instead of target jamming, you get the nullsig, which will allow you to safely get to a location to snipe the enemy, or safely get the hell out of there when you're under attack. It is also impossible to overheat the Hackman.


6. Cougar
Tonnage: 35 tons
Speed: 40mph
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon
Missile Weapon: Javelin Missile (x2)
Jump Jets: Yes
Defense/Special: None
The Cougar is the most balanced of the light mechs. Sporting great speed, and all three types of weapons, the Cougar is the choice for those who like speed but need a little firepower too. The Pulse Lasers are good up close, and the Autocannon and Javelins are better at a distance. A lack of a defensive special means you're going to rely on your speed to stay alive, as the Cougar is still a light mech and not very well armored. Be warned, those javelin missiles accumulate heat very quickly.

7. Puma (Cougar Variant)
Tonnage: 35 tons
Speed: 40mph
Energy Weapon: PPC
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: Yes
Defense/Special: NullSig
The Puma is one of the most balanced mechs out there. The Puma works excellent at medium to close range, and the PPC is definitely a big help in dishing out the damage. Plus, you've got the Nullsig, but be warned that charging that PPC will be a giveaway to your position. An all around excellent choice, it's hard to find anything wrong with the Puma, except for that its not armored all that great.


8. Raven
Tonnage: 35 tons
Speed: 42mph
Energy Weapon: Medium Laser
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile
Jump Jets: None
Defense/Special: Nullsig (x2)
One of the two new mechs to be released recently, the Raven is a mech that likes to play defensively. Slightly slower and less armored than a Owens, yet slightly faster and equally as armored as the Uller, the Raven is not a mech that will last long in a straight up firefight. It's armament is decent for a light support mech, well rounded but not really that powerful unless upgraded. One unique feature of the Raven is that it has twice the Nullsig length of other mechs, allowing it a whopping full minute of invisibility. This allows the Raven to zip around the map undetected for a long time, and prove to be a major thorn in heavy mech's side, who cannot detect the Raven comming, and will be hard pressed to destroy it once it's running around in circles around it. Should the fight start to not go in your way, run behind something and stop moving, hoping that nobody noticed your escape. Once the "Capture the Flag" gametype is implemented, the Raven will prove to be one of the more useful mechs for flag capturing. Luckily the Raven is pretty much immune to overheating.

9. Corvus
Tonnage: 35 tons
Speed: 42mph
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon
Missile Weapon: None
Jump Jets: Yes
Defense/Special: Target Jamming (x2)
The Corvus is the variant of the new Raven mech, and it's got issues. While it sports twice the Target Jamming of other mechs, that will still only last you twelve seconds. Considering the very limited power of it's weaponry, the Corvus will be unable to take down a mech with full health during this time. It's low armor will render it dead very fast once it starts to wear off. Still, for the usual fast mech tactic of running around the heavy mechs, it doesn't do that bad. It's Jump Jets are a deffinate plus that the Owens does not have, but you'll deffinately wish you had the two Crossbow Missles instead of the one Autocannon. Yes, the autocannons have the chance to knock mechs off their feet, but unless the Autocannon has been upgraded to level 3, this will be rare. The Pulse Lasers are good, but machine guns tend to do better up close. If you find yourself liking the Owens, but getting crushed by missiles and PPCs too much, you may find the Corvus a better choice. The Corvus can overheat, so make sure you use your weapons as accurately as possible.


B. Medium Mechs
Medium Mechs are just that, not too heavy and not too light. They carry some excellent firepower and can take much more of a beating than the light mechs without sacrificing too much speed. Keep in mind that this means they can be outrun by the light mechs, and overpowered by the heavy and assault mechs.

10. Uziel
Tonnage: 50 tons
Speed: 35mph
Energy Weapon: PPC (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: Chaff
The Uziel is a mech built around it's main guns, those twin PPCs. Two PPCs can deliver massive damage to the enemy, and you've got the x2 machine guns to switch off to when you start to generate too much heat from them. And trust me, with two PPCs; you WILL be generating lots of heat. That one crossbow missile launcher won?t be doing much, unless it's been upgraded. Otherwise, its just more heat that the Uziel doesn't need. Add on jump jets and a chaff and the Uziel becomes one of the most popular Mechs on Xbox Live, and your only choice for a medium mech with PPCs.

11. Belial (Uziel Variant)
Tonnage: 50 tons
Speed: 35mph
Energy Weapon: Pulse Laser
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: None
The Belial is also a mech built around it's main guns, this time the pair of Gauss Rifles. The Gauss Rifles may be a better choice than PPCs for those who like to keep their distance, but the lack of a decent energy or missile weapon to switch too will turn off many from this mech. Also, the removal of any kind of defensive special makes this mech best used as something that keeps away from the front lines. If you love those gauss rifles, (and you have every reason to,) but also want a medium mech, then the Belial is your only choice.


12. Vulture
Tonnage: 60 tons
Speed: 30mph
Energy Weapon: Medium Laser (x2)
Ballistic Weapon: Machine Gun
Missile Weapon: Javelin Missile (x4)
Jump Jets: None
Defense/Special: Chaff
Slightly heavier and slower than the Uziel, the Vulture doesn?t have jump jets (despite it being named after a bird). What it does have, however, is a strong energy weapon and very strong missile weapon to choose from. This makes the Vulture a very deadly mech from a distance. Those quad Javelins are extremely powerful. The addition of one machine gun is akin to having no ballistic weapon, as it wont be doing any damage. The Vulture's main enemy is overheating, which both the medium lasers and x4 javelin missiles will cause it to do quickly. Make sure you keep your distance and be prepared to move even farther back once the heat starts to build up.

13. Mad Dog (Vulture Variant)
Tonnage: 60 tons
Speed: 30mph
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon
Missile Weapon: Crossbow Missile (x4)
Jump Jets: None
Defense/Special: None
The Mad Dog is a more rounded choice than the Vulture, giving you weapons to deal with any situation. The x2 Pulse lasers wont be as good as the medium lasers, but the autocannon is definitely a hell of a lot better than that one machine gun. The main power here is still in the missiles, and those x4 Crossbows will provide you with an endless stream of missiles spouting forth from your massive shoulder launchers. However, the lack of jump jets or a defensive special weapon means you must know what you're doing in this thing if you want to survive.


14. Loki
Tonnage: 65
Speed: 30mph
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon (x2)
Missile Weapon: Crossbow Missiles (x3)
Jump Jets: None
Defense/Special: Nullsig
The Loki is one of the new mechs to be released in the May '03 DLC update for Mechassault, and is an interesting alternative to the other medium mechs availible. The Loki is about as balanced as Mechs get, and is able to fufill a variety of roles. It's quite nimble, has good armor, and also sports some firepower. The Loki is capable of disposing of heat very quickly, which allows players to switch quickly between all 3 of the Loki's weapons, never letting go of the fire button, until the enemy mech is dead. Sure, the Catapult or Mad Cat might have more impressive weaponry, but what good is it when the mech is too hot to fire them? The Loki is a great mech for overwhelming opponents, and has the speed to keep up with all but the fastest of mechs. The Loki is also the heaviest mech availible that uses the Nullsig, giving the Loki an edge when it comes to stealing the flag. Just dont expect to make it back as quickly as a light mech.

15. Hellbringer (Loki Variant)
Tonnage: 65
Speed: 25mph
Energy Weapon: Flamer
Ballistic Weapon: Autocannon (x2)
Missile Weapon: Javelin Missile
Jump Jets: Yes
Defense/Special: None
Not as fast as the Loki, yet not more armored, the Hellbringer is a mech of questionable usefulness. The highlight of the Hellbringer is the new energy weapon, the Flamer. The Flamer fires a ball of hotness at a decent rate and can track enemy mechs extremely well, about as well as PPCs can. It delivers decent damage, but will generate heat relatively quickly... but I guess thats to be expected from a weapon that shoots fire. The dual autocannons are also nice, and great for knocking enemy mechs on their ass, but the single Javelin Missile is a total shame.


15. Catapult
Tonnage: 65 tons
Speed: 25mph
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: None
Missile Weapon: Javelin Missile (x4)
Jump Jets: Yes
Defense/Special: Target Jamming
The Catapult is another mech that touts impressive missiles. Once again, those quad javelins will be the main focus of your attack. However, rather than give you a crappy ballistic weapon like the Vulture, the Catapult just scratches that and gives you an even more impressive energy weapon, one which will deal excellent damage for when you're too close to rely on your Javelins. Despite it's heaviness, the Catapult still manages to be able to use jump jets. The Catapult also gets the highly effective defensive special, target jamming, which will keep weapons from hurting it at long range. An all around great choice, but has poor speed and only average armor, so choose your battles wisely.

16. Bowman (Catapult Variant)
Tonnage: 65 tons
Speed: 25mph
Energy Weapon: Medium Laser (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Hammer missile (x2)
Jump Jets: Yes
Defense/Special: Chaff
The Bowman variant is a more well rounded mech than the Catapult. The medium lasers do good damage at a moderate distance, and the machine guns do good damage up close. The real power is once again in the missiles, since the Bowman carries into battle twin hammer missiles. If you can find time to charge up before entering a battle, a well-placed shot from those missiles will easily turn the battle in your favor. Not easy to do, but very effective if done right. The Bowman trades the target jamming for a chaff launcher, which may be better or worse depending on the situation.


17. Thor
Tonnage: 70 tons
Speed: 30mph
Energy Weapon: Medium Laser (x2)
Ballistic Weapon: Machine Gun (x4)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: Yes
Defense/Special: Target Jamming
Though it may look like an overgrown Elemental, the Thor was built for close combat. It's more armored than other medium mechs yet it's also pretty quick as well. The twin medium lasers do good damage, and the x2 Crossbow Missiles aren?t too shabby, but the power of the Thor lies in its machine guns. Generally considered a very weak weapon, the machinegun becomes a hidden dragon when fired from four guns at once. At short range, the Thor can tear up light and heavy mech alike with a continuous rain of fire from the machine guns. The Thor's got the armor to help him survive these close encounters, with good enough speed to outmaneuver the heavier mechs. It's even got jump jets and the awesome target jamming to help you survive. An excellent choice for those who like heavy mechs yet need just a little more speed.

18. Summoner (Thor Variant)
Tonnage: 70 tons
Speed: 30mph
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: Autocannon (x2)
Missile Weapon: Hammer missile
Jump Jets: Yes
Defense/Special: None
The Summoner basically takes the Thor and switches the roles of ballistic and energy weapon. The only problem with this is that now you're much more prone to overheating, and the one hammer missile is much harder to use as effectively as a pair of crossbow missiles. Also, since it removes the defensive special, the Summoner is best used as a medium ranged mech than a short range one like the Thor.


C. Heavy Mechs
These mechs are a major step up from the medium mechs in firepower and armor. Able to dish heavy damage with multiple weapons, and take a beating, the Heavy Mechs are able to hold their own in combat against multiple mechs and still come out victorious. Just watch out for overheating, as running is usually not an option in these behemoths.

19. Mad Cat
Tonnage: 75 tons
Speed: 30mph
Energy Weapon: PPC (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Javelin Missile (x4)
Jump Jets: None
Defense/Special: Target Jamming
Perhaps the most used and most recognizable mech, the Mad Cat brings a pair everyone's favorite weapon, the PPCs, combined with the armor to take a serious beating. This is where most of your damage will be being dealt, with the x4 javelins taking over at long range, and the x2 machine guns for when you're too close and overheating. As with any mech with PPCs, monitoring your heat will be the key to victory. No jump jets, but the target jammer will help you avoid most weapons.

20. Timber Wolf (Mad Cat Variant)
Tonnage: 75 tons
Speed: 30mph
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Crossbow Missile (x4)
Jump Jets: None
Defense/Special: None
The Timber Wolf, like most variants of PPC mechs, switches off the PPCs for Gauss Rifles, an equal exchange. Also, you get four crossbow missiles instead of four javelin missiles, which makes the Timber Wolf much less prone to overheating than the Mad Cat. Those pulse lasers, while not bad, probably won?t be needed. The trade off is that you don?t get any kind of defensive special, which may present a problem when under fire from multiple attacks.


21. Atlas
Tonnage: 100 tons
Speed: 20mph
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: Autocannon (x4)
Missile Weapon: Javelin Missile (x2)
Jump Jets: None
Defense/Special: Chaff
You wanted lots of power, and now you've got it. The Atlas is the premier heavy weapons platform of MechAssault. Four pulse lasers will be delivering excellent damage up close, while those four autocannons will be delivering massive damage from afar, and knocking over mechs with decent frequency. The problem with the Atlas is that it?s so big and slow, it can have a difficult time hitting some of the faster, smaller mechs. Still, when the Atlas connects, they'll feel it. Again, watch for overheating, since you wont be able to run from the battle anymore.

22. Prometheus
Tonnage: 100 tons
Speed: 20mph
Energy Weapon: Laser (x3)
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Hammer missile (x2)
Jump Jets: None
Defense/Special: Chaff
An interesting variant; the Prometheus is the only mech to feature three of any one kind of weapon. Still, that?s 50% more medium laser than any other mech has. The x2 Gauss Rifle is an excellent addition, and those double hammer missiles provide excellent support. An all around excellent choice, but suffers from the same problems as the Atlas.


23. Ragnarok
Tonnage: 100 tons
Speed: 20mph
Energy Weapon: None (Uses Lava Gun)
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Javelin Missile (x4)
Jump Jets: None
Defense/Special: Shield
The Ragnarok can only be played with once you complete the single player campaign on any difficulty. While slightly less armored than the Atlas, the Ragnarok is an extremely powerful assault mech that has two unique weapons at it's disposal. The first is the lava gun, which is capable of ripping mechs and tearing down buildings frighteningly fast. The second is the shield, which will protect you from all attacks for a few seconds. Combine this with a x4 Javelin Missile launcher and twin Gauss Rifles, and the Ragnarok becomes one seriously dominating mech. Watch for smaller mechs that get very close, because they are capable of running around the Ragnarok and eventually wearing it down with close range weapons.

24. Ymir
Tonnage: 100 tons
Speed: 20mph
Energy Weapon: PPC (x2)
Ballistic Weapon: Autocannon (x4)
Missile Weapon: None (Uses Lava Gun)
Jump Jets: None
Defense/Special: Shield
A mech with no Missiles?! Say it ain't so! Fortunately, it is, because the Ymir is capable of delivering massive damage with PPCs, Autocannons, and the uber-powerful Lava Gun. If you like PPCs over the Gauss Rifles, and also like heavy mechs, then the Ymir is deffinately the mech of choice (unless you love missiles). Again, watch out for the little guys that will strafe you to death. Overheating tends to be a problem for the Ymir as well, so attack smartly.
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• Rainbow Six 3 Weapon Guide (1st draft) - 20031105.183348 - moo
• Red Alert 2: Yuri's Revenge Guide - 20021011.223833 - moo
• The Women of Soul Calibur II - 20030830.000304 - moo
+ Command and Conquer: Generals
       • China - 20030607.161305 - moo
       • GLA - 20030607.170604 - moo
       • USA - 20030607.155703 - moo
+ Starcraft Guide
       • Intro - 20020603.225002 - moo
       • Protoss - 20020603.225943 - moo
       • Terran Defense Structures - 20020603.230322 - moo
       • Terran Units - 20020603.230234 - moo
       • Terran: Infantry and Vehicles - 20020603.225248 - moo
       • Zerg - 20020603.225409 - moo
+ The Matrix Online
       • Access Nodes - 20060128.161957 - cind3r
       • Dungeon Drops - 20060128.162106 - cind3r
       • In Game Radio - 20060128.162512 - cind3r
       • Rare Code Drops - 20060128.162154 - cind3r
       • Tweaking WIN XP Memory for MxO - 20060128.162416 - cind3r
       • Video Tweak - 20060128.162241 - cind3r
       • Writing Macros - 20060128.162326 - cind3r


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