Hold [Ctrl] + [Alt] + [Shift] and type one of the following codes to activate
the following cheat function:
Results: Cheat Code:
invincibility superfunkicalifragisexy
unlimited ammo iseenfireandiseenrain
heat tracking ooohhhlllaaalllaaa
Nuke current target itsdabooomb
Destroy current target redjackandtikruls
Jump jets inmybeautifulballoon
Unlimited jump jet juice crazysexycool
End mission successfully likethecomstarbaby
Free-eye mode beholdmyglory
Enable time compression code ontimeeverytime
Time expansion activated antijolt
Display bounding spheres bubbleboy
Enable auto-grouping flashyflashy
Enable leading recticle walkthisway
Display Credits wediditagain
Note: The "Enable leading recticle" code forces enemies to follow the targeting
crosshairs towards your mech.
MECHWARRIOR 4: MERCENARIES WALKTHROUGH
by Briareos Kerensky (This email address is being protected from spambots. You need JavaScript enabled to view it., briareos_CWE), ver 1.0 01/12/2002
Table of Contents
1-Disclaimer
2-Update History
3-History Briefing
4-Mercenary Units Briefing
5-Weapons Briefing
6-'Mechs Briefing
7-Vehicles and Misc Enemies Briefing
8-Lancemates briefing
9-How to costumize a 'Mech
10-General Tactics
11-Multiplayer Tactics
12-Walkthrough
13-Credits and misc
************
1-DISCLAIMER
************
All names and marks are property of their respective owners; this document is
copyright of Briareos Kerensky: unauthorized reproduction of this document as
it is or in part is forbidden; to ask authorization send a mail to me
(This email address is being protected from spambots. You need JavaScript enabled to view it.). Do not send mails asking CD keys or other personal codes
which changes with every CD package: every softhouse has its own way to use
these keys, and I won't deny myself the possibility to play online a game only
because someone has "lost the package" or "the package is corrupted".
If some sections have cheats in them which includes alteration of hex codes,
renaming files, creation of new ones, I will not answer of HD formatting, lost
datas, World Wars, nuclear explosions, invocation of demons of any kind or any
other damage derived from those operations.
I'm Italian, so do not pay attention to the many mistakes I'll do in spelling,
grammar construction and so on.
Now have fun.
****************
2-UPDATE HISTORY
****************
01/12/2002-version 1.0. First sections only, the document is still in first
phases but has few infos on the new things.
******************
3-HISTORY BRIEFING
******************
When Victor Ian Steiner-Davion returned after having defeated Clan Smoke
Jaguar, he found himself in a dangerous position: his sister Katherine, seceded
the Lyran part of the Federated Commonwealth, causing a massive civil war to
disrupt propbably the most powerful of the Successor States. Now the two
warring factions are calling for whatever support they need, including
Mercenaries.
You, a young MechWarrior who applied to the MRBC (Mercenary Reviews and Bonging
Commission), found offers from four of the most poweful mercenary units in the
Inner Sphere, the Kell Hounds, the Wolf Dragoon's, the Gray Death's Legion and
the Northwind Highlanders. They offer you a independent command with the abiity
to chose which contracts, 'Mechs, personnel and even loyalities take. Make your
choice, now.
**************************
4-MERCENRAY UNITS BRIEFING
**************************
---------------
--KELL HOUNDS--
---------------
-------------------
--WOLF'S DRAGOONS--
-------------------
---------------------
--GRAY DEATH LEGION--
---------------------
------------------------
--NORTHWIND HIGLANDERS--
------------------------
*********************
5-WEAPONS TECHNOLOGY
*********************
Before the description of every single weapon and equipment, here is a brief
description of the categories.
MW4 introduces the concept of weapon bays: a certain weapon bay can accept only
determinated types of weapons (energy bays=energy weapons only and so on),
though Omni bays can accept every kind of weapon. Note that these bays are also
limited by dimensions, so not all weapons will fit in a given type of
hardpoint. This makes the configuration of "official" 'Mechs somewhat different
from how are knew by BT player.
+ Energy weapons (red): energy weapons uses massive amounts of electricty
produced by the 'Mech's reactor, and they can be fired without ammunition
problems. This advantage is balanced by the large amounts of waste heat that
they produce: the only way to dissipate this heat is to mount extra heat sinks,
which compensates for their relatively light mass and compactness. Range and
firepower increases in proportion.
+ Ballistic weapons (yellow): these weapons must be fed by ammunition: this
limits the times the weapon can be fired, and ammunitions explode when struck
by weapon fire. They do not produce large amounts of heat, but are bulky and
weight a lot. Lighter models have a longer range but less firepower; heavier
models have more firepower than range, and carries less ammo.
+ Missile weapons (green): like ballistic weapons they use ammunitions, and
each launcher fire a specified number of missiles in a single salvo.
Missiles are explosive, and they produce moderate amounts of heat. Damage is
spread among the whole target, and not concentrated like other weapons.
+ Equipment: this category contains the larger variety of accessories a 'Mech
can mount. They include alternative type of armors, heat sinks and EW
(Electronic Warfare) suites.
------------------
--ENERGY WEAPONS--
------------------
STANDARD/ER LASER: Lasers fire a beam of coherent light, producing damage
through the extreme temperatures that the beam reaches; standard lasers have a
medium/short range but the ER version has longer ranges, especially in their
Clan versions; in fact, the Clan ER Medium Lasers have a range value roughly
equivalent to the Inner Sphere standard Large Laser; ER versions have a greater
heat value but maintain the same damage values; Medium and ER Medium are good
back up weapons for every kind of 'Mech.
Name: LARGE LASER
Technology: Inner Sphere
Range: 600 meters
Damage: 7,5
Heat: 5
Recycle rate: 5
Size: 2
Weight: 5 tons
Name: MEDIUM LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 1,2
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 1 tons
Name: SMALL LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,30
Heat: 0,10
Recycle rate: 1
Size: 1
Weight: 0,5 tons
Name: ER LARGE LASER
Technology: Clan
Range: 800 meters
Damage: 8
Heat: 8
Recycle rate: 5
Size: 2
Weight: 4 tons
Name: ER MEDIUM LASER
Technology: Clan
Range: 400 meters
Damage: 1,5
Heat: 1,2
Recycle rate: 3
Size: 1
Weight: 1 tons
Name: ER SMALL LASER
Technology: Clan
Range: 200 meters
Damage: 0,35
Heat: 0,2
Recycle rate: 1
Size: 1
Weight: 0,5 tons
PULSE LASER: Pulse Lasers fire a stream of four laser beams instead of the
single one of standard and ER lasers; they produce more heat than standard
lasers but the amount generated is equivalent to ER lasers (both versions); it
is possible to "walk" this prolonged beam, making hitting a single target
easier, and have a very low recharge time, making them efficient at close
range. Clan versions have a longer range, roughly the 50% more of Inner Sphere
versions.
Name: LARGE PULSE LASER
Technology: Inner Sphere
Range: 600 meters
Damage: 2,62
Heat: 1,75
Recycle rate: 1,25
Size: 2
Weight: 7 tons
Name: MEDIUM PULSE LASER
Technology: Inner Sphere
Range: 300 meters
Damage: 0,60
Heat: 0,30
Recycle rate: 0,75
Size: 1
Weight: 2 tons
Name: SMALL PULSE LASER
Technology: Inner Sphere
Range: 150 meters
Damage: 0,15
Heat: 0,05
Recycle rate: 0,25
Size: 1
Weight: 1 tons
Name: ER LARGE PULSE LASER
Technology: Clan
Range: 800 meters
Damage: 3
Heat: 3
Recycle rate: 1,25
Size: 2
Weight: 6 tons
Name: ER MEDIUM PULSE LASER
Technology: Clan
Range: 400 meters
Damage: 0,75
Heat: 0,60
Recycle rate: 0,75
Size: 1
Weight: 2 tons
Name: ER SMALL PULSE LASER
Technology: Clan
Range: 200 meters
Damage: 0,27
Heat: 0,12
Recycle rate: 0,25
Size: 1
Weight: 1,5 tons
STANDARD/ER PPC: the PPC fires particles. Both versions produces high amounts
of heat, and and among the most powerful weapons (in fact, the Clan version is
the most powerful weapon in this game) in this game; the "projectiles" are
fast, but slower the laser ones; they pass AC shells and missiles and matches
Gauss' ones, however. They are extremely bulky though the Clan version is
lighter. The standard version (available only to Inner Sphere units) has a
shorter range but produces less heat. Recharge times are long, but it is highly
recomended. When hit by PPC fire, a 'Mech will suffer a limited short-circuit.
Name: PPC
Technology: Inner Sphere
Range: 750 meters
Damage: 10
Heat: 10
Recycle rate: 6
Size: 3
Weight: 7 tons
Name: ER PPC
Technology: Clan
Range: 900 meters
Damage: 14
Heat: 15
Recycle rate: 8
Size: 3
Weight: 6 tons
FLAMER: the flamer taps hot gases directly from the reactor, creating an hot
stream of flames; the flamer do not produce too much heat and when the stream
hits the target, its heat level will increase, plus creating light damage. If
hit, the target will catch fire for about 5 seconds, and it will be illuminated
for this period of time; a basically useless weapon, but good if you want to do
picnics.
Name: FLAMER
Technology: Inner Sphere
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 1 tons
Name: FLAMER
Technology: Clan
Range: 150 meters
Damage: 1
Heat: 4
Recycle rate: 4
Size: 2
Weight: 0,5 tons
BOMBAST LASER: a new Inner Sphere weapon. The Bombast Laser produces lots of
heat and weights a lot, and has a dubious firing mechanism:
when you press the first time your trigger, the Bombast Laser will begin to
charge. A second pression of the trigger will fire the laser. Longer the Laser
will charge, more powerful (and more heat-intensive) the beam will be. When
fully charged, the Laser will automatically fire.
Name: BOMBAST LASER
Technology: Inner Sphere
Range: 500 meters
Damage: 10 (maximum) - 1 (minimum)
Heat: 8 (maximum) - 1 (minimum)
Recycle rate: 4
Size: 2
Weight: 7 tons
---------------------
--BALLISTIC WEAPONS--
---------------------
MACHINE GUNS ARRAY (MG ARRAY): a series of machine guns packed together. The
Inner Sphere variant packs three guns while the Clan one four, with the same
weight of its Inner Sphere counterpart. They do not do much damage, but have a
fast rate of fire and I take a perverse pleasure in firing groups of them. Not
worth the weight, however.
Name: MACHINE GUN ARRAY
Technology: Inner Sphere
Range: 150 meters
Damage: 0,2
Heat: 0,00
Recycle rate: 0,30
Size: 1
Weight: 2 tons
Ammo per ton: 450
Name: MACHINE GUN ARRAY
Technology: Clan
Range: 200 meters
Damage: 0,3
Heat: 0,00
Recycle rate: 0,3
Size: 1
Weight: 2 tons
Ammo per ton: 600
STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward
a single target. In MW4 standard ACs come only in 2, 5 and 10 types: the 5
model has a good range sacrificing firepower, while the 10 model has twice the
punch of its smaller brother but keeps a decent range. The 5 model holds 120
rounds in a single ton and the 10 model only 36. The Clans use Ultra and LB-X
ACs, they do not have standard ACs.
Name: AC/2
Technology: Inner Sphere
Range: 900 meters
Damage: 2
Heat: 0,1
Recycle rate: 1
Size: 1
Weight: 8 tons
Ammo per ton: 240
Name: AC/5
Technology: Inner Sphere
Range: 600 meters
Damage: 5
Heat: 0,2
Recycle rate: 1,5
Size: 1
Weight: 8 tons
Ammo per ton: 120
Name: AC/10
Technology: Inner Sphere
Range: 400 meters
Damage: 9
Heat: 0,60
Recycle rate: 4
Size: 2
Weight: 13 tons
Ammo per ton: 36
LB-X SCATTERSHOT: shotgun-like ACs: rather than directing a single stream of
projectile toward a single area of the target, an LB-X rounds will reproduce a
cluster effect on the whole enemy, maximizing the possibility to score head or
critical hits. Not enough, the damage increases as the target closes range; the
damage value is indicated after the AC type (LB 20-X: 20 damage points) and
it's the damage the AC will allocate if it strikes at close range.
Name: LBX AC 10
Technology: Inner Sphere
Range: 450 meters
Damage: 14 (maximum)
Heat: 1
Recycle rate: 4
Size: 2
Weight: 12 tons
Ammo per ton: 36
Name: LBX AC 20
Technology: Inner Sphere
Range: 300 meters
Damage: 24 (maximum)
Heat: 2
Recycle rate: 6
Size: 3
Weight: 15 tons
Ammo per ton: 20
Name: LBX AC 10
Technology: Clan
Range: 450 meters
Damage: 14
Heat: 1
Recycle rate: 4
Size: 2
Weight: 10 tons
Ammo per ton: 36
Name: LBX AC 20
Technology: Clan
Range: 300 meters
Damage: 24
Heat: 2
Recycle rate: 6
Size: 3
Weight: 12 tons
Ammo per ton: 20
ULTRA AUTOCANNON: the Ultra ACs do not fire special rounds like the LB-X ACs,
but can fire a stream of projectiles roughly comparable to two standard ACs'
ones. This doubles the damage of the stream, but also eats ammunition in a
faster rate.
Name: Ultra AC/5
Technology: Inner Sphere
Range: 600 meters
Damage: 4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 10 tons
Ammo per ton: 120
Name: Ultra AC/2
Technology: Clan
Range: 900 meters
Damage: 2
Heat: 0,11
Recycle rate: 1
Size: 1
Weight: 6 tons
Ammo per ton: 240
Name: Ultra AC/5
Technology: Clan
Range: 600 meters
Damage:4
Heat: 0,15
Recycle rate: 1,5
Size: 1
Weight: 8 tons
Ammo per ton: 120
LIGHT/STANDARD GAUSS RIFLE: a ballistic version of the PPC; with this
translation the Gauss got lower temperatures and limited ammo supplies, but
kept its high damage value. The Inner Sphere version of the Rifle is heavier
but has the same damage and range values of the Clan version.
Heavy Gauss Rifles have very high damge values but generates lots of heat point
(for Gauss Rifles), and their projectiles are more powerful as the target is
closer to the firing unit.
The projectile is fast and reliable, and has average reciclying capabilities. A
good choice as ballistic for Omni 'Mech's main weapon.
Name: GAUSS RIFLE
Technology: Inner Sphere
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 16 tons
Ammo per ton: 24
Name: GAUSS RIFLE
Technology: Clan
Range: 800 meters
Damage: 17
Heat: 1
Recycle rate: 8
Size: 3
Weight: 13 tons
Ammo per ton: 24
Name: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Range: 1200 meters
Damage: 12
Heat: 0,8
Recycle rate: 6
Size: 2
Weight: 13 tons
Ammo per ton: 30
Name: HEAVY GAUSS RIFLE
Technology: Inner Sphere
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton:
LONG TOM: this Long Tom is not the famous artillery cannon, but a smaller
version, uselful at shorter ranges; I do not like this weapon as it weights too
much and its effects what you expect from a (small) artillery weapon, though it
acts like it. The projectile is relatively slow, and describes an arched
trajectory and when hits the ground, it explodes with a relatively large
strike; the projectile's slowness make difficult to target fast-moving enemies.
Better to use Gauss Rifles or PPCs.
Name: LONG TOM
Technology: Inner Sphere
Range: 700 meters
Damage: 25
Heat: 25
Recycle rate: 7
Size: 3
Weight: 20 tons
Ammo per ton: 18
-------------------
--MISSILE WEAPONS--
-------------------
LONG RANGE MISSILE (LRM): Long Range Missiles are the only missile type
requiring a lock-on onto the target. Well, they do not stricktly require it,
but it is better to wait for the lock or the salvo will likely be wasted. When
combined to an active NARC beacon, the LRMs will follow the selected target,
eventually increasing their maneuverability. LRM racks come in 4 types: 5, 10,
15 or 20 missiles per salvo. All missiles (except Thunderbolts) tend to spread
damage along the whole target rather than inflicting a single, devastating
blow; also, missiles tend to hit in salvos, so most times not all missiles from
a salvo will hit the target. Each ton of ammunition holds 240 missiles.
Name: LRM 5
Technology: Inner Sphere
Range: 1000 meters
Damage: 4
Heat: 1,2
Recycle rate: 6
Size: 1
Weight: 3 tons
Ammo per ton: 240 (48 salvos)
Name: LRM 10
Technology: Inner Sphere
Range: 1000 meters
Damage: 8
Heat: 2,4
Recycle rate: 6
Size: 1
Weight: 6 tons
Ammo per ton: 240 (24 salvos)
Name: LRM 15
Technology: Inner Sphere
Range: 1000 meters
Damage: 12
Heat: 3
Recycle rate: 6
Size: 2
Weight: 8 tons
Ammo per ton: 240 (16 salvos)
Name: LRM 20
Technology: Inner Sphere
Range: 1000 meters
Damage: 16
Heat: 3,6
Recycle rate: 6
Size:2
Weight: 11 tons
Ammo per ton: 240 (12 salvos)
Name: LRM 5
Technology: Clan
Range: 1000 meters
Damage: 4
Heat: 1,2
Recycle rate: 6
Size: 1
Weight: 2 tons
Ammo per ton: 240 (48 salvos)
Name: LRM 10
Technology: Clan
Range: 1000 meters
Damage: 8
Heat: 2,4
Recycle rate: 6
Size: 1
Weight: 3,5 tons
Ammo per ton: 240 (24 salvos)
Name: LRM 15
Technology: Clan
Range: 1000 meters
Damage: 12
Heat: 3
Recycle rate: 6
Size: 2
Weight: 4,5 tons
Ammo per ton: 240 (16 salvos)
Name: LRM 20
Technology: Clan
Range: 1000 meters
Damage: 16
Heat: 3,6
Recycle rate: 6
Size: 2
Weight: 6 tons
Ammo per ton: 240 (12 salvos)
SHORT RANGE MISSILE (SRM): these missiles are totally unguided and should be
used in WVR (Within Visual Range) combat; they are pretty useless against
fast-moving targets if you are not good in anticipating its movements. SRMs
come in 3 type: 2, 4 and 6 missiles per salvo. Each ton of ammunition holds 120
missiles. When compared to LRMs, SRMs have twice their firepower but half the
range. They are also lighter than LRM launchers.
Name: SRM 2
Technology: Inner Sphere
Range: 250 meters
Damage: 2
Heat: 0,4
Recycle rate: 2
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Name: SRM 4
Technology: Inner Sphere
Range: 250 meters
Damage: 4
Heat: 0,6
Recycle rate: 2
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Name: SRM 6
Technology: Inner Sphere
Range: 250 meters
Damage: 6
Heat: 0,8
Recycle rate: 2
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
STREAK SRM: Streak SRMs are used by Clans only. The Streak SRMs are guided,
like LRMs, but do not require a target: when fired the Streak SRMs will search
the nearest target and will follow it until they score an hit; note that if you
have a terget under your targeting reticule, the missiles will home on it, as
well as if you have a locked target; when used with active NARC beacons, the
Streak SRMs will go toward the nearest active beacon. As standard SRMs, this
advanced version comes in 2, 4 or 6 missiles pack. Each ton of ammunition holds
120 missiles.
Name: STREAK SRM 2
Technology: Clan
Range: 250 meters
Damage: 2,4
Heat: 0,6
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 120 (60 salvos)
Name: STREAK SRM 4
Technology: Clan
Range: 250 meters
Damage: 4,8
Heat: 0,9
Recycle rate: 3
Size: 1
Weight: 3 tons
Ammo per ton: 120 (30 salvos)
Name: STREAK SRM 6
Technology: Clan
Range: 250 meters
Damage: 7,2
Heat: 1,2
Recycle rate: 3
Size: 2
Weight: 4 tons
Ammo per ton: 120 (20 salvos)
MEDIUM RANGE MISSILE (MRM): MRMs are fired like standard SRMs, but are a
retrofitted version of LRMs: by removing steering thrusters and guidance
systems engineers were able to increase the missile/salvo ratio and the
ammunition load for single launchers; when compared to LRMs, a MRM bin contains
twice as much the missiles. MRMs are fired in 10, 20, 30 or 40 missiles per
salvo: the sheer number of missiles is balanced by a relatively slowness of the
missiles and the relative difficulty in hitting a mobile target with such
weapons. MRMs are not NARC-compatible. Each ton of ammunition holds 240
missiles.
Name: MRM 10
Technology: Inner Sphere
Range: 400 meters
Damage: 8
Heat: 2,4
Recycle rate: 5
Size: 1
Weight: 5 tons
Ammo per ton: 240 (24 salvos)
Name: MRM 20
Technology: Inner Sohere
Range: 400 meters
Damage: 16
Heat: 4,8
Recycle rate: 5
Size: 2
Weight: 8 tons
Ammo per ton: (12 salvos)
Name: MRM 30
Technology: Inner Sphere
Range: 400 meters
Damage: 24
Heat: 6
Recycle rate: 5
Size: 2
Weight: 11 tons
Ammo per ton: 240 (8 salvos)
Name: MRM 40
Technology: Inner Sphere
Range: 400 meters
Damage: 32
Heat: 7,2
Recycle rate: 5
Size: 3
Weight: 13 tons
Ammo per ton: 240 (6 salvos)
STREAK MRM: A Clan invention, the Streak MRMs uses the searching warhead of
Streak SRMs but the missiles and racks are those of the MRMs.
Name: STREAK MRM 10
Technology: Clan
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton: ( salvos)
Name: STREAK MRM 20
Technology: Clan
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton: ( salvos)
Name: STREAK MRM 30
Technology: Clan
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton: ( salvos)
Name: STREAK MRM 40
Technology: Clan
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton: ( salvos)
NARC MISSILE BEACON: The Narc fires an heavily modified missile that delivers
special emitters that helps firendly missiles in locking target for a short
period of time. Each time that the "Narced" enemy is damaged, the Narc can
expire before its time runs out. When locked, it will allows faster lock-on
capabilities and improved to-hit chances for LRMs and Streak SRMs. Note that
ALL friendly units with Narc-capable missiles will benefit from a "Narced"
enemy.
Name: NARC
Technology: Inner Sphere
Range: 450 meters
Damage: 0,00
Heat: 1
Recycle rate: 3
Size: 1
Weight: 4 tons
Ammo per ton: 6
Name: NARC
Technology: Clan
Range: 600 meters
Damage: 0,00
Heat: 1
Recycle rate: 3
Size: 1
Weight: 2 tons
Ammo per ton: 6
THUNDERBOLT MISSILE (THDRBLT): Unlike all other missiles (Narc excluded), the
Thunderbolt is a single, powerful missile. It cannot be shooted down by any
kind of AMS, and a single missile is more powerful than an LB-20X or than a
Clan ER PPC shot. The main drawback of this weapon is its scarce ammunition per
ton ratio, and it is nearly impossible to fight extended battles with the
Thunderbolt as main weapon. Thunderbolts are not guided.
Name: THUNDERBOLT
Technology: Inner Sphere
Range: 1000 meters
Damage: 28
Heat: 7
Recycle rate: 8
Size: 3
Weight: 14 tons
Ammo per ton: 15
ARROW IV: scaled-down version of the massive Arrow IV artillery missile. This
version has less range and firepower than the original system, but can be
easily identified as the most powerful weapon on the battlefield, with higher
damage values of a Thunderbolt missile. Like the Thunderbolt, the Arrow IV
system fires a single missile and has a low ammo per ton ratio. Standard Arrow
IV missiles concentrate all their firepower in a single location, while Cluster
munitions have a larger payload, but spread them among submunitions to maximize
splash damage.
Name: ARROW IV
Technology: Inner Sphere
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton:
Name: ARROW IV CLUSTER
Technology: Inner Sphere
Range: meters
Damage:
Heat:
Recycle rate:
Size:
Weight: tons
Ammo per ton:
FLARE (FLARE): I don't know why the flare is under the missile section...as its
name suggests, the flare is used to enlight places with a small white light; if
you hit a moving target with a flare, the flare will continue burning even if
this enemy moves in water, but will expire in about 15 seconds; also, if you
try to launch a Flare when someone (even you) has the Light Amplification off,
a single Flare will produce so much light that the Amplification will white-out
due to the excessive light in the area; pretty useless, however.
Name: FLARE
Technology: Inner Sphere
Range: 360 meters
Damage: 0
Heat: 2
Recycle rate: 2
Size: 1
Weight: 1 tons
Ammo per ton: 10
HIGH EXPLOSIVE (EXPLSV): When triggered, the High Explosive will make the
'Mechs reactor collapse. The result will be an explosion augmented by the
Explosive's own charge, enough to heavily damage even Assault 'Mechs if
triggered at short ranges. Useless in single player, might result useful in
multiplayer for suicide tactics.
Name: HIGH EXPLOSIVE
Technology: Inner Sphere
Range: 30 meters
Damage: 100
Heat: 0,00
Recycle rate: 2,5 (useless, but it has @_@)
Size: 2
Weight: 2 tons
Ammo per ton: 1
ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far
away from where you are) have to fire. Useless in multiplayer and used only
once in single player.
Name: ARTILLERY BEACON
Technology: Inner Sphere
Range: 360 meters
Damage: 40
Heat: 5
Recycle rate: 6
Size: 1
Weight: 5 tons
Ammo per ton: 2
-------------
--EQUIPMENT--
-------------
FERRO FIBROUS ARMOR: Ferro Fibrous armor is the standard armor compound in MW4.
When compared to standard or other compounds, the Ferro Fibrous offer more
points per ton (30) and weight less. Ferro Fibrous armor absorbs all kind of
damages normally, without bonuses on any kind of weapon.
REFLECTIVE ARMOR: Reflective armor is designed to mitigate effects of energy
weapons, roughly halving the damage of lasers and PPCs. It provides 20 points
per ton; it sufferes a small malus when countering balistic and missile
weapons.
REACTIVE ARMOR: designed to halve damage of missile weapons, the Reactive armor
provides 20 points per tons; it counters balistic weapons in the same way as
Ferro-Fibrous and has a small malus against energy weapons.
STANDARD INTERNAL STRUCTURE: types of internal structure cannot be changed and
are automatically assigned with a specific 'Mech. The standard compound for
Internal Structures absorbs damage in the same way of Ferro-Fibrous armor,
without any malus but also without any bonus on weight or whatsoever.
ENDO STEEL INTERNAL STRUCTURE: Endo Steel compound weights half than a standard
compound, but is more prone to recieve damage.
ECM and GUARDIAN ECM SUITES: this electronic package is designed to reduce
ranges of enemies' sensors. A unit affected by enemy ECM suites (Guardian is
the Inner Sphere codename, while the Clans use no particular codenames) will be
able to detect units only within 500 meters. One of its side effects is to
decrease slightly missiles' lock time. 'Mechs with heat above the 50% will be
always detected, even if within friendly ECM radius.
Both Suites wieght 1 ton and do not occupy any critical.
ACTIVE and BEAGLE ACTIVE PROBES: the Active Probe (Beagle for the Inner Sphere
and without codenames for the Clans) is designed to enhace the standard 'Mech
sensors. It is capable to greatly decrease missiles' lock time, and capable of
partially breaking ECM "bubble". If ECMs and Active Probes are combined
togheter, the missiles' lock is about 4 seconds. It also increases radar's
maximum range by 200 meters (for a total of 1200 meters).
BAPs are capable of detecting shutdown 'Mechs within 100 meters (or at least
Matthew Shane says this; he also wrote that he tried with one of his
lancemates; I'll have some tests ASAP).
Both Probes wieght 1 ton and do not occupy any critical.
LIGHT AMPLIFICATION: as you might know, night greatly limits visibility. 'Mechs
carry external lights to illuminate the sorrounding environment, but the light
also makes them visible and illuminates only a small area in front of the
'Mech. If a 'Mech mounts Light Amplification equipment it can use it to see
night-shrouded environments without turning on external lights. Useless in any
other kind of condition.
There's no difference between Clan and Inner Sphere Amplification equipment:
both weight 1 ton and do not occupy any critical.
AMS and LASER AMS: AMS stands for Anti Missile System; this sytem will try to
shoot down any incoming missile (Thunderbolt excluded). Standard AMS is in use
in Inner Sphere units and carries a limited supply of rounds, limiting its
effectivness in prolonged battles. Clans developed Laser AMS, a modified Small
Pulse Laser with the tracking equipment of the AMS. Though it doesn't expend
ammo, it generates large amounts of heat; this system is slightly superior to
its Inner Sphere counterpart in shooting down missiles.
Note that the AMSes will shoot down only missiles that have a solid lock on
you, ignoring all other missiles.
Both Systems weight 1.5 tons.
JUMP JETS: though 'Mechs have a relatively humanoid shape and are capable of
entering terrains otherwise impossible for standard vehicles, environments like
cities or mountains can limit their agility. Jump Jets were created to provide
this extra mobility the 'Mechs needed: jump jets can be used to pass buildings,
climb over high, otherwise impossible to reach, surface and to make a more
difficult target during battle. Nearly any light and medium 'Mech has the
possibility to mount jump jets, though only the Mad Cat MkII can mount them in
the assault class.
Jump Jets weight varies from chassis to chassis.
ADVANCED GYRO: in MW4:Mercs it is relatively easier to knock down 'Mechs, and
the terrain often poses a greater challenge for normal gyros. The Advanced Gyro
solves the problem, making the 'Mech more stable in every aspect. It is
pratically useless in single-player games, where the enemies prefer to take you
out instead of knocking you down, but can be useful in multiplayer against
players paking twin AC-20s.
IFF JAMMER: this particular piece of equipment can wreak havoc in multiplayer
games: all hostile units within an hundreds of meters have their IFF (Identify
Friend or Foe, as device dedicated to assign the neutrality, hostility or
alliance with other vehicles) jammed, making hostile units look like neutral on
all HUD informations. No appreciable effects have been observed in
single-player mode.
ENHACED OPTICS:
*****************
6-'MECHS BRIEFING
*****************
Note: Mercenaries includes all 'Mechs that appeared in MW4 and its expansions
(Vengeance, Black Knight, Clan and Inner Sphere 'Mech packs). However, only
'Mechs coming from Vengeance, Black Knight and this Mercenaries are playable.
'Mechs like the Zeus or the Masakari, which come from the Inner Sphere and Clan
'Mech packs, respectively, can only be purchased if the expasion pack is
installed; however, if the pack is not installed, the 'Mechs from these
expansion will appear as enemies. You can destroy them, but not salvage.
Unfortunately I have yet to find time and money to buy both packs, so the
'Mechs are listed here without many important informations. For those having
money for the packs, they are language-free: they work on any language version
of the game with no restictions.
-----------------------
--INNER SPHERE 'MECHS--
-----------------------
OSIRIS
Mass: 30 tons
Internal Structure: Endo Steel
Torso Twist: 90 degrees
Armor Type and Tonnage: Ferro Fibrous, 5 tons
Maximum Speed: 130 kph
Jump Jets: yes
Weapons: 1 SRM-6, 5 Medium Lasers, 1 MG Array
Equipment: none
Bays: 3 Beams (2/2/1 Slots), 1 Ballistic (1 Slot), 1 Missile (2 Slots)
Additional Equipment: Light Amplification, Jump Jets (2 tons), AMS
The faster 'Mech in the game, the 30-ton Osiris still packs a good close-range
punch thanks to 5 Medium Lasers, MG Array and a single, but powerful SRM-6
pack. Though its speed will make it suiteable for reconaissance jobs, the lack
of support to ECM and Active Probes will limit its usefulness. A good
fast-response 'Mech, however.
RAVEN
Mass: 35 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 6.5 tons
Maximum Speed: 100 kph
Jump Jets: none
Weapons: 1 NARC Beacon, 2 Small Pulse Laser, 1 Small Laser, 1 LRM 15
Equipment: Beagle Active Probe, Guardian ECM Suite, Light Amplification
Bays: 3 Beams (2/1/1 slots), 2 Missile (2/1 slots)
Additional Equipment: Guardian ECM Suite, Beagle Active Probe, Light
Amplification, AMS
Slightly slower than the Osiris, the Raven weights five tons more and supports
all electronic equipment of the game, thoughs it doesn't have Jump Jets. The
Raven is intended as a recon and support 'Mech: the NARC beacon is useful to
direct friendly missile fire.
CHIMERA
Mass: 40 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Reflective, 9 tons
Maximum Speed: 102 kph
Jump Jets: yes
Weapons: 1 Large Laser, 1 Medium Laser, 1 MRM 20, 1 MG Array
Equipment: none
Bays: 1 Balistic (3 slots), 1 Missile (3 slots), 1 Beam (3 slots)
Additional Equipment: Light Amplification, Jump Jets (3 tons), AMS
A good medium-sized, all-around 'Mech the Chimera. Its weapon bays can accept
all but the bulkiest kind of weapon, making it good enough for both
reconaissance (though it lacks the dedicated equipment) and combat. The main
configuration has its main drawback in the limited ammo supply and accurancy of
the MRM 20, probably the Chimera main weapon and relative lack of other
hard-hitting weapons.
HELLSPAWN
Mass: 45 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8 tons
Maximum Speed: 106 kph
Jump Jets: yes
Weapons: 3 Medium Pulse Lasers, 2 LRM 10s
Equipment: Guardian ECM Suite
Bays: 2 Missiles (2/3 slots), 3 Beams (1/1/1 slot), 3 Ballistic (1/1/1 slot)
Additional Equipment: Guardian ECM Suite, Light Amplification, Jump Jets (3
tons), AMS
I think the Hellspawn is well suited for close-range fightings, though the
presence of a Guardian ECM Suite may turn it into a good sniper, especially
with missiles.
One of te best costumizations I've ever done was a close-range 'Mech, with
three SRM racks and 3 Medium Pulse Lasers.
UZIEL
Mass: 50 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8 tons
Maximum Speed: 95 kph
Jump Jets: yes
Weapons: 1 SRM-6, 2 PPCs, 2 MG Array
Equipment: none
Bays: 1 Missile (2 slots), 2 Balistics (2/2 slots), 2 Beam (3/3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (3
tons), AMS
The cover 'Mech. The Uziel is ideal as a raider thanks to its impressive speed
and manueverability, plus its main weapons, two PPCs.
The backup weapons, a SRM-6 and two MG Array should be removed for more heat
sinks or additional armor.
Upgrading the Uziel is simple: Clan ER PPC, Clan Streak SRM-6, maximum armor
and additional heat sinks in place of the Machine Gun Arrays.
BUSHWACKER
Mass: 55 tons
Internal Structure: standard
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 8.5 tons
Maximum Speed: 85 kph
Jump Jets: none
Weapons: 2 Medium Pulse Lasers, 1 LRM 5, 1 LRM 10, 1 AC/10
Equipment: none
Bays: 2 Balistic (3/2 slots), 1 Beam (2 slots), 2 Missile (2/3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, AMS
Realtive rare in this game, the Bushwacker is a medium-weight BattleMech
designed as a fire-support boat for any kind of formation. Twin LRM launchers
and a single AC/10 are enough to produce an hard-hitting rain of long-range
fire that most Inner Sphere 'Mechs could not withstand. However, against the
superior Clan technology the Bushwacker isn't so effective.
ARGUS
Mass: 60 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Reflective, 12 tons
Maximum Speed: 81 kph
Jump Jets: none
Weapons: 1 LRM 10, 1 MG Array, 2 Ultra AC/5s, 2 Medium Lasers
Equipment: none
Bays: 1 Missile (3), 2 Beam (2/2), 1 Balistic (5)
Additional Equipment: Light Amplification
The Argus is different from all other 'Mechs: it is the only to lack any kind
of additional equipment (including AMS) except for the nearly useless Light
Amplification. It is decently fast and protected by a tick Reflective armor,
and can host most beam and missile weapons thanks to its large bays, but the
main weapon of the Argus should be one or two large-bore balistic weapon, as it
can certainly support thanks to it huge balistic port.
CATAPULT
Mass: 65 tons
Internal Structure: Endo Steel
Torso Twist: 100 degrees
Armor Type and Tonnage: Reactive, 12.5 tons
Maximum Speed: 76 kph
Jump Jets: yes
Weapons: 1 Small Pulse Laser, 2 LRM 20s, 1 Large Laser
Equipment: Light Amplification
Bays: 2 Missile (4/4), 3 Beam (2/2/2)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (4
tons), AMS
Where the Argus is prevalently a balistic-based 'Mech and the Awesome an
energy-only machine, the Catapult was especially designed to sport huge missile
bays to carry any launcher existing. This old design also serves in the
Capellan Confederation as fire-support unit were Archers or more expensive
'Mechs lack or are to valuable and probably served as basis for the Clan Mad
Dog OmniMech.
A Catapuilt should be always configured as a long-range fighter, with one ER
Large Laser or equivalent, smaller LRM launchers to support AMS and Active
Probe equipment and Medium/Small Pulse Lasers for close defense.
BLACK KNIGHT
Mass: 90 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 13.0 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 2 Large Lasers, Medium Laser, 2 PPCs
Equipment:
Bays:
Additional Equipment:
THANATOS
Mass: 75 tons
Internal Structure: Endo Steel
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 12 tons
Maximum Speed: 73 kph
Jump Jets: yes
Weapons: 1 LB 20-X Scattershot, 4 Medium Pulse Laserss, 1 MRM 40
Equipment: none
Bays: 2 Balistics (2/4 slots), 1 Missile (3 slots), 2 Beams (2/2 slots)
Additional Equipment: Guardian ECM, Light Amplification, Jump Jets (4 tons),
AMS
The most distinctive feature of the Thanatos is its capability to twist its
torso in 360 degrees. Though this isn't genereally used, it may become useful
in situation where you'll have to run away from enemies; in its standard congif
the Thanatos is a good medium and short range fighter.
Good complement of optional equipment (ECM and Jump Jets over all) and mix of
bays; the best way to modify a Thanatos is to mount a Gauss Rifle, some lasers
(groups Medium Pulse or standard/ER Medium, or a single standard/ER Large
Laser), one pack of Streak SRM (LRMs if you mounted the Medium Lasers), ECM
Suite and Jump Jets.
AWESOME
Mass: 80 tons
Internal Structure: standard
Torso Twist: 80
Armor Type and Tonnage: Ferro Fibrous, 15 tons
Maximum Speed: 75 kph
Jump Jets: none
Weapons: 2 SMR 2s, 3 Medium Pulse Lasers, 3 PPCs
Equipment: none
Bays: 4 Beam (3/3/3/2), 1 Missile (2)
Additional Equipment: Light Amplification, AMS
As the original Awesome's profile says, "the only way to counter an Awesome is
with an other Awesome". 3 PPCs and 15 tons of Ferro-Fibrous armor make this
'Mech a very powerful enemy in any environment: deadly at long range thanks to
its PPCs and decent at close ranges due to the Medium Pulse Lasers and SRM
racks. It is also a reasonably fast 'Mech, with a top speed of 75 kph.
The Awesome is well suited for energy weapons: triple ER PPCs, Large Pulse
Lasers or ER Large Lasers, maximum armor, AMS and enough heat sinks to
withstand the extreme temperatures that most variants will produce are the most
obvious choice.
SUNDER
Mass: 80 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 15.5 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 2 Medium Pulse Lasers, SRM 4, Gauss Rifle, Heavy Gauss Rifle
Equipment: LAMS
Bays:
Additional Equipment: LAMS
LONGBOW
Mass: 85 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 16 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 3 Medium Lasers, LRM-10, LRM-15, 2 LRM-20s
Equipment: Beagle Active Probe, LAMS
Bays:
Additional Equipment: Beagle Active Probe, LAMS
TEMPLAR
Mass: 85 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 13 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 2 Large X-Pulse Lasers, 2 Light Gauss Rifles
Equipment: LAMS
Bays:
Additional Equipment: LAMS
MAULER
Mass: 90 tons
Internal Structure: standard
Torso Twist: 80 degrees
Armor Type and Tonnage: Reactive, 13 tons
Maximum Speed: 65 kph
Jump Jets: none
Weapons: 4 Medium Lasers, 4 Ultra AC/2s, 2 LRM-10s
Equipment: none
Bays: 2 Ballistics (3/3/3), 2 Missiles (3/3), 2 Beams (2/2)
Additional Equipment: Beagle Active Probe, Light Amplification, AMS
The Mauler is an assault 'Mech particulary good at long range, with its four
Ultra ACs and LRM launchers; the main problem with this configuration is
ammunition dependent: fighting with only 4 Medium Lasers is pretty hard, if not
impossible.
You can costumize a Mauler in this way: remove all ACs and Lasers and install
two Large Lasers or PPCs, install a Beagle Active Probe and upgrading the LRM
racks. An other possible variantion is to remove the LRM racks, upgrade the
Ultra ACs to a /5 variant and installing two large-caliber laser weapons with
enough heat sinks to handle them.
SUNDER
Mass: 90 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 16.5 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 4 Large Lasers, 2 Medium Lasers, LB-X AC 20
Equipment:
Bays:
Additional Equipment:
HAUPTMANN
Mass: 95 tons
Internal Structure:
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 18 tons
Maximum Speed: kph
Jump Jets: no
Weapons: 2 Large Lasers, Small Laser, 2 Medium Pulse Lasers, LRM-15, LB-X AC 20
Equipment: LAMS
Bays:
Additional Equipment: LAMS
ATLAS
Mass: 100 tons
Internal Structure: standard
Torso Twist: 80 degrees
Armor Type and Tonnage: Ferro Fibrous, 18 tons
Maximum Speed: 57 kph
Jump Jets: none
Weapons: 3 Small Lasers, 1 Medium Laser, 1 Small Pulse Laser, 1 AMS, 2 PPCs, 2
LRM 10s, 1 Gauss Rifle
Equipment: AMS
Bays: 4 Beam (1/2/4/4 slots), 2 Balistics (4/2 slots), 2 Missiles (2/2 slots)
Additional Equipment: Guardian ECM, Light Amplification, AMS
Aah, the Atlas, or "death-head", as the skull painted over its cockpit shows.
In fact, the Atlas is one of the worst redrawings in this game, though it is a
good all around 'Mech, capable of accepting nearly any kind of weapon. In its
standard config the Atlas is slow but features a number of offensive long-range
weapons plus one AMS and close-range weapons. You can put two PPCs and one
(Light) Gauss Rifle or Ultra ACs combined with missiles plus a Guardian ECM
Suite for maximizing its role as sniper.
FAFNIR
Mass: 100 tons
Internal Structure: standard
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 18 tons
Maximum Speed:
Jump Jets: none
Weapons: 2 Large Lasers, 3 Medium Lasers, 2 Heavy Gauss Rifles
Equipment: none
Bays:
Additional Equipment: LAMS
Welcome the Fafnir, a pure assault 'Mech built by Stenier forces to take an
edge over the overwhelming Davion forces. The massive and blocky Fafnir has
almost non-existent additional equipment, but has massive bays to mount mainly
energy and ballistic weapons. The 'Mech's primary configuration boast great
medium-range firepower, starting from the Large Lasers and ending with the
Heavy Gauss Rifles; with a single salvo from those weapons, Fafnirs are capable
of destroying almost everything but Heavy and Assault 'Mechs if they hit the
Center Torso.
Their weak spot, however, aside the realtively slow speed, comparable to the
one of most Assault 'Mechs, it's their huge center torso, but it is backed by
the maximum amount of armor available and an highly durable internal structure.
Customizing Fafnirs is relatively easy: large caliber ballistic guns backed up
by beam long-range weapons; twin Clan Ultra AC/20s plus ER Medium Lasers fired
together can destroy even a Longbow in a single shot if you aim the Center
Torso; 2 ER Large Lasers are a good weaponry for long-range fightings.
---------------
--CLAN 'MECHS--
---------------
COUGAR
Mass: 35 tons
Internal Structure: Endo Steel
Torso Twist: 140 degrees
Armor Type and Tonnage: Ferro Fibrous, 4.5 tons
Maximum Speed: 97 kph
Jump Jets: yes
Weapons: 2 Clan ER Large Laser, 2 Clan LRM-10, 1 Clan ER Small Laser, 1 Clan ER
Medium Laser
Equipment: Active Probe
Bays: 2 Beams (2/2 slots), 1 Omni (2 slots), 2 Missiles (2/2 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, LAMS
The lighest of the Clan 'Mechs, the Cougar is mainly a fast-moving missile
boat. The original version of the Cougar had twin LRM 10s and Large Pulse
Lasers, a configuration impossible to recreate without decrease the engine
rating or the armor.
The most notable characteristic is the total absence of Ballistic bays. There
are two ways to costumize a Cougar: by enhacing its Beam or Missile
capabilities. To maximize the Missile capabilities mount the Active Probe and
remove the 2 Large Lasers, upgrade the Medium Laser to a Pulse version, add an
other, remove the Small Laser and install twin LRM 20s with lots of
ammunitions. The Laser boat can be created with two or three ER Large Lasers
(the latter option will force you to remove any secondary weapon system) and
installing enough heat sinks to manage the heat generated by these weapons.
SHADOW CAT
Mass: 45 tons
Internal Structure: Endo Steel
Torso Twist: 120 degrees
Armor Type and Tonnage: Ferro Fibrous, 9 tons
Maximum Speed: 102 kph
Jump Jets: yes
Weapons: 1 Clan ER Large Laser, 3 Clan Medium Pulse Lasers, 1 Clan ER Small
Laser, 2 Clan MG Arrays, 1 Clan Strek SRM-6
Equipment: Jump Jets
Bays: 1 Omni (3 slots), 2 Beams (2/2 slots), 1 Ballistic (2 slots), 1 Missile
(3 slots)
Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (2
tons), LAMS
The (in)famaous Shadow Cat. Unfortunately the standard version proposed here is
a modified version of A configuration in the BattleTech boardgame. From the
boardgame this Shadow Cat lost one ER Large Laser but gained 2 MG Arrays and
some short and medium range lasers. The main advantage of this configuration is
that it isn't affected by ammo shortages and its incredible agility.
The Shadow Cat has a large Omni bay in its right arm; though this placement is
relatively fragile, the bay can hold almost any Clan weapon, including ER PPCs
and Gauss Rifles. It is also possible to recreate a missile carrier by adding
ECM Suite, Active Probe and two missile launchers to its Omni and Missile bay.
Maximizing its armor it is also a recomended step when configuring a Shadow
Cat.
VULTURE (MAD DOG)
Mass: 60 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Reactive, 10 tons
Maximum Speed: 85 kph
Jump Jets: none
Weapons: 2 Clan Medium Pulse Lasers, 2 Clan LRM 20s, 2 Clan Large Pulse Lasers
Equipment: none
Bays: 2 Missiles (4/4 slots), 2 Beams (3/3 slots), 1 Omni (2 slots)
Additional Equipment: ECM Suite, Light Amplification, LAMS
The Vulture is a fire support 'Mech, and it is one of the few 'Mechs with an
intact weapons load (though with different armor and an awful new aspect). The
accurancy of a Vulture is renowed, thanks to its Pulse Lasers and advanced Clan
launchers.
The best way to costumize a Vulture is to fully use its missile boat
capabilities, though it might be used as energy weapons boat, by using ECM
Suite and twin LRM 20s (or Thunderbolt launchers) with extra ammo. Downgrading
the LRM launchers and installing PPCs in place of Large and Medium Pulse Lasers
plus extra heat sinks is also suggested.
LOKI (HELLBRINGER)
Mass: 65 tons
Internal Structure: standard
Torso Twist: 140 degrees
Armor Type and Tonnage: Ferro Fibrous, 9.5 tons
Maximum Speed: 83 kph
Jump Jets: none
Weapons: 2 Clan ER Medium Lasers, 2 Clan Medium Pulse Lasers, 2 Clan ER Medium
Lasers, 2 Clan LB 10-Xs, 1 Clan Streak SRM-6
Equipment: ECM Suite, Active Probe, LAMS
Bays: 2 Ballistics (2 slots), 2 Omnis (3/3 slots), 1 Beam (2 slots), 1 Missile
(2 slots)
Additional Equipment: ECM Suite, Active Probe, Light Amplification, LAMS
The sister 'Mech of the heavier Thor, the Loki is a similar 'Mech, though it is
lighter, more additional equipment but no jump jets to mount. It also has
larger Omni bays, all capable to host a Clan ER PPC. In its standard config the
Loki is probably the best all around 'Mech in this game.
The only restriction to costumizing a Loki is your imagination: with three
large Omni bays and other specialized slots, full complement of electronics the
Loki can be costumized as you want.
NOVA CAT
Mass: 70 tons
Internal Structure: Endo Steel
Torso Twist: 100 degrees
Armor Type and Tonnage: Reflective, 14 tons
Maximum Speed: 73 kph
Jump Jets: none
Weapons: 3 Clan ER Large Lasers, 2 Clan ER PPCs, 1 Clan Small Pulse Laser
Equipment: none
Bays: 4 Beams (3/2/6 slots), 1 Omni (4 slots)
Additional Equipment: Active Probe, Light Amplification, LAMS
Currently the last OmniMech created by Clan Nova Cat and probably its deadlier
invention. MW4's Nova Cat is pratically unchanged from the board-game version,
though it gained one Small Pulse Laser. Costumizing the Nova Cat is relatively
hard, as it can accept nearly only energy weapons, though it has a large Omni
bay in its torso which can be used for large LRM racks to fully use the Active
Probe.
You can mount 3 large energy weapons (ER PPCs, Pulse and ER Lasers), increasing
its speed a bit and maximizing its armor or using its Omni port to create some
surprises (which can be nasty: you know that you are going to fight a Nova Cat,
so you mount reflective armor, but the Nova Cat engages you with an LB 20-X or
with a rain of missiles...).
THOR (SUMMONER)
Mass: 70 tons
Internal Structure: standard
Torso Twist: 360 degrees
Armor Type and Tonnage: Ferro Fibrous, 10.5 tons
Maximum Speed: 85 kph
Jump Jets: yes
Weapons: 2 Clan Ultra AC/5, 4 Clan ER Medium Lasers, 1 Clan MG Array, 1 Clan
LRM 15
Equipment: Light Amplification, Jump Jets
Bays: 3 Omnis (3/1/3 slots), 2 Missile (2/2 slots), 1 Beam (2 slots) and 2
Ballistic (2/2 slots)
Additional Equipment: ECM Suite, Light Amplification, Jump Jets (4 tons), LAMS
The Summoner (or Thor, as it is known in the Inner Sphere) is one of the most
verastile 'Mechs in this game. One of the few heavy 'Mechs able to carry jump
jets, it is also capable to mount a moderate array of optional equipment. It
has a large number of medium-sized Omni bays and a good array other standard
bays.
Two or three large-caliber weapons plus an ECM Suite, Jump Jets, LAMS(optional)
and enough heat sinks to handle the weaponry should change this 'Mech into a
real killing machine.
MAD CAT (TIMBERWOLF)
Mass: 75 tons
Internal Structure: Endo Steel
Torso Twist: 100 degrees
Armor Type and Tonnage: Ferro Fibrous, 11.5 tons
Maximum Speed: 85 kph
Jump Jets: none
Weapons: 2 Clan ER Large Lasers, 2 Clan ER Medium Lasers, 2 Clan LRM-20s, 2
Clan Medium Pulse Lasers, 2 Clan MG Arrays
Equipment: none
Bays: 2 Missiles (3/3 slots), 2 Omnis (2/2 slots), 2 Beams (4/2 slots)
Additional Equipment: Active Probe, Light Amplification, LAMS
The (in)famous Timber Wolf, or Mad Cat, as the Inner Sphere codenamed it. This
'Mech is a formidable blend of speed and firepower, and it is a nasty opponent
for every kind of 'Mech; in its primary config the Mad Cat provides serious
long-range firepower with its twin ER Large Lasers and LRM 20s; its firepower
is supplemented at medium ranges with a powerful array of twin ER and Pulse
Medium Lasers. As these weapons produce large amounts of heat, the two MG
Arrays can be used to discourage enemies until the heat sinks flush the
excessive heat.
The TimberWolf can be turned in a missile boat thanks to its missile ports and
the possibility to use an Active Probe; other configs I like features twin ER
PPCs and four Clan Medium Pulse Lasers or ER Medium Lasers with enough heat
sinks to use this weaponry.
The MechCommander/MechCommander 2 version of the Timber Wolf, with twin PPCs
and large LRM racks is also deadly at long ranges. Active Probes will be a fine
addition for such a variant.
Unfortunately it is impossible to mount jump jets.
MAD CAT MarkII (BLACK WOLF)
Mass: 90 tons
Internal Structure: Endo Steel
Torso Twist: 80 degrees
Armor Type and Tonnage: Ferro Fibrous, 13.5 tons
Maximum Speed: 73 kph
Jump Jets: yes
Weapons: 2 Clan Gauss Rifles, 2 Clan LRM 10s, 3 Clan ER Medium Lasers
Equipment: Jump Jets
Bays: 2 Missiles (3 each), 3 Balistics (3/3/2 slots), 2 Omnis (2/2 slots), 1
Beam (2 slots)
Additional Equipment: Active Probe, Light Amplification, Jump Jets (6 tons),
LAMS
The only brand-new Clan 'Mech. The Mad Cat MkII is bigger and deadlier than its
smaller cousin, though is turned toward ballistic weapons; the standard
configuration is slower than the Mad Cat but faster than most assault 'Mechs,
and it has jump jets to enhace its agility. Its main role is fire support,
where the combined firepower of the twin Gauss Rifles and LRM 10s can literally
scrap assault-class 'Mechs.
It is the 'Mech with the best standard configuration, IMO. You can remove the
Gauss Rifles to install two ER Large Lasers with small caliber ACs or LRMs or
upgrade the LRM launchers plus an Active Probe and some Medium (ER or Pulse
versions) Lasers. The Jump Jets should be kept in any config.
GLADIATOR (EXECUTIONER)
Mass: 90 tons
Internal Structure: Endo Steel
Torso Twist: degrees
Armor Type and Tonnage: Ferro Fibrous, 18 tons
Maximum Speed: kph
Jump Jets: yes
Weapons: ER Large Laser, 2 ER Medium Lasers, ER PPC, Clan Ultra AC/20
Equipment: ECM, Jump Jets
Bays:
Additional Equipment: ECM, Jump Jets (6 tons), LAMS
One of the most pleased addition to the game 'Mechs completement is the
Executioner, or Gladiator as the Inner Sphere armies call it. As both names
suggest, the 'Mech is capable of taking on every 'Mech lumbering on the
battlefield. Its weapons tend to be configured for ranged combat, as every Clan
'Mech, but the huge Ultra AC can be a nasty surprise for any 'Mech trying to
close too much with the Galdiator. Also, the 'Mech is incredibly agile, with
Jump Jets and high top speed. The 'Mech can also be equipped with advanced
electronic equipment, which augments the tactical flexibility of the 'Mech. An
obliged acquisition for any unit.
DAISHI (DIRE WOLF)
Mass: 100 tons
Internal Structure: standard
Torso Twist: 80 degrees
Armor Type and Tonnage: Ferro Fibrous, 14.5 tons
Maximum Speed: 51 kph
Jump Jets: none
Weapons: 4 Clan ER Large Lasers, 4 Clan Medium Pulse Lasers, 2 Clan Ultra
AC/5s, 2 Clan MG Array, 1 Clan LRM 10
Equipment: none
Bays: 1 Missile (2 slots), 2 Beams (2 slots), 3 Omnis (2/2/4), 2 Balistic (3/3
slots)
Additional Equipment: Light Amplification, LAMS
Daishi. In Japanese this term could be translated as "Great Death". The Dire
Wolf is fast (mhmm...slow) as an Atlas, but Clan technology almost double to
space where to mount weapons. The 4 ER Large Lasers can alone destroy any enemy
a Dire Wolf encounters, but this impressive firepower is supplemented by 4
Medium Pulse Lasers and 2 Clan Ultra AC/5. The LRM 10 provides also some
indirect-fire capability and the MG Arrays can be used when heat reaches
unbearable levels.
The simplest way to costumize a Dire Wolf is to remove all except the Large
Lasers, add extra heat sinks and increasing the engine rating, at least to 60
kph. The Dire Wolf is primary a laser-dependent 'Mech, though the Omni bays can
be used for large caliber ballistic weapons.
The Dire Wolf can mount only Laser AMS and Light Amplification as extra
equipment; the AMS is pratically superflous for the large amounts of armor the
'Mech carries, while the Light Amplification system can be useful during night
combats.
************************************
7-VEHICLES and MISC ENEMIES BRIEFING
************************************
Unlike all other MW games (mhmm...MechCommander and MechCommander 2 excluded,
IMO) MW4 has a large variety of vehicles, including ground, water and air
threats; there are also DropShips there...
For Ground vehicles: tracked and wheeled vehicles cannot cross water and their
speed is reduced when climbing hills, but they gain a bonus when travelling on
concrete. Hovercrafts, on the other hand, can cross any kind of water and do
not lose speed when climbing, but they do not gain any bonus when on concrete.
Of course, air targets ignore the underlying terrain. VTOLs and spheroid
Dropships can hover.
Vessels cannot travel on land.
-------------------
--GROUND VEHICLES--
-------------------
BULLDOG
Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 18 kph
Weapons: 1 SRM 4, 1 Large Laser
The most common vehicle. Fast and decently armored, Bulldogs will often act in
groups to swarm a single target. They prefer to use their Large Lasers instead
of the SRMs.
CONDOR
Type: hover
Turret constitution value: 4
Body constitution value: 4
Maximum Speed: 24 kph
Weapons: 1 Medium Laser, 1 AC/5
Not as fast as an Harasser, but clearly superior. It features a good armor
protection with a good complement of a single long range weapon and a
medium-range laser.
HARASSER
Type: hover
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 27 kph
Weapons: SRM 6
Faster than the heavier Condor, but less armored and armed, though its
firepower is superior to the Condor's in close quarters.
SCUD LAUNCHER
Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 15 kph
Weapons: SKUD missile
A large caterpillar vehicle carrying a big artillery missile. It needs to stop
in order to fire and expect at least one Artillery Loader along with it.
Totally defenseless, the Scud Launcher (and the Artillery Loader, which has the
same stats of the Scud Launcher) is often guarded by other units.
ARTILLERY LOADER
Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 15 kph
Weapons: none
A large tracked vehicle carrying ammunition for the SKUD launcher. Totally
defenseless and slow-moving.
LRM CARRIER
Type: tracked
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 15 kph
Weapons: 2 LRM 20s
The LRM Carrier and its short-range cousin, the SRM Carrier are tanks
especially designed to fire barrages of missiles. Probably the LRM Carrier is
the deadlier of the two because it usually sits on ridges or behind obstacles
and start hammering you and your allies with accurate LRM fire. The best way to
deal with them is to close or take out from long range before the rain starts.
SRM CARRIER
Type: tracked
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 15 kph
Weapons: 3 SRM 6s
Basically it's a LRM Carrier with SRM Racks instead of the LRM ones. Usually
deployed in cities or on broken terrains to support 'Mechs with additional
short-range punch.
VEDETTE
Type: tracked
Turret constitution value: 4
Body constitution value: 4
Maximum Speed: 23 kph
Weapons: 1 AC/5, 1 Machine Gun
A blocky and sturdy tank with a long-range, small-caliber gun. In groups can
pose a threat. More a nuissance than a threat if alone or in couple, though the
tick armor might be irritating.
MAGI
Type: tracked
Turret constitution value:
Body constitution value:
Maximum Speed: kph
Weapons:
QUAD PANZER
Type: tracked
Turret constitution value:
Body constitution value:
Maximum Speed: kph
Weapons:
MYRMIDONS
Type: tracked
Turret constitution value:
Body constitution value:
Maximum Speed: kph
Weapons:
SWIFTWIND
Type: wheeled
Turret constitution value: none
Body constitution value: 1
Maximum Speed: about 50 kph
Weapons: none
A fast wheeled vehicle with a radar trnasciever on its back used for
reconaissance. Totally unarmed and very easy to take down.
HUMVEE
Type: wheeled
Turret Constitution value: none
Body constitution value: 1
Maximum Speed: about 30 kph
Weapons: none
The littler brother of the Swiftwind.
APC
Type: wheeled
Turret constitution value: none
Body constitution value: 4
Maximum Speed: about 30 kph
Weapons: 2 Medium Lasers or 2 Machine Gun Arrays
Though it is an APC, you won't see men coming out from it, though its double
Machine Gun Arrays or Medium Lasers might pose a threat to light 'Mechs if
there are more than 5 APCs in the area.
MOBILE TURRET CONTROL
Type: tracked
Turret constitution value: none
Body constitution value: 2
Maximum Speed: about 30 kph
Weapons: none
Mobile Turret Controls are used to control Mobile Turrets (see below). Totalyy
unarmed and poorly armored. Once destroyed, all Mobile Turrets under its
control will immediately shut down.
FUEL TRUCK
Type: wheeled
Turret Constitution value: none
Body constitution value: 1
Maximum Speed: about 30 kph
Weapons: none
When struck by fire, this truck will explode, so pay attention.
----------------
--AIR VEHICLES--
----------------
SHILONE
Type: airplane
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 55 kph
Weapons: bombs
I know, the manual says Chippewa, but the game says Shilone, so for me is a
Shilone (though Shilones are usually employed by house Kurita and Chippewas by
house Steiner)...in fact, nothing more than a sitting duck. Any average pilot
should be able to destroy it with a single shot. Shilones tend to ignore you
while they concentrate their bombs on targets you have to defend. All flying
crafts when destroyed will crash to the ground. Even if one of them hits you on
your head, it won't damage you, nor the small explosion will.
NIGHTSHADE
Type: VTOL airplane
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 54 kph (exitameted)
Weapons: LRM-10
In MW4:Mercs Nightshades are far more dangerous than in the original game.
First, they are faster and have LRMs, and they use them as hit and run weapons:
they come fast, they fire, they retreat and repeat this until shooted down.
They are weak, but should not be underestimated, they can be nasty when
backedup by other vehicles.
TRASNPORT COPTER
Type: helicopter
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 35 kph
Weapons: none
PEREGRINE
Type: helicopter
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 35 kph
Weapons: 2 SRM 6s
An other revamp, Peregrines now have more and large SRM launchers. Theya are
inaccurate as usual, but they are more mobile and usually attack in groups of
3. Can be destroyed at long range with minimum difficulties.
HROTHGAR class DROPSHIP
Type: Spheroid DropShip
Turret constitution value: unknown
Body constitution value: unknown
Maximum Speed: unknown
Weapons: 4 PPCs, 4 Large Lasers, 4 Gauss Rifles
A Spheroid dropship with lot of firepower. Hrothgar Dropships, aside of their
unspellable names, tend to target you with Gauss Rifles and Lasers, keeping the
PPCs for protection during lift-offs. The easiest way to destroy a Hrothgar is
to target it from long range, on an elevated position, so that the DropShip
won't be able to fire its guns, positioned in the middle of its chassis, or
behind the gantry of the landing pad (if any).
TALON class DROPSHIP
Type: Aerodyne DropShip
Turret constitution value: unknown
Body constitution value: unknown
Maximum Speed: unknown
Weapons: 4 Large Lasers, 4 ER Large Lasers, 3 LRM 10s
Your Dropship. You won't have to engage one in combat.
------------------
--WATER VEHICLES--
------------------
PATROL SHIP
Type: small ship
Turret constitution value: none
Body constitution value: 2
Maximum Speed: about 40 kph
Weapons: 1 Ultra AC/5 or Large Laser
A small, fast boat armed with an Ultra AC/5 or a Large Laser. It won't pose a
big problem, even if they engage in groups.
DESTROYER
Type: battleship
Turret constitution value: none
Body constitution value: 10
Maximum Speed: about 15 kph
Weapons: 2 LRM 20s, 4 Long Toms
Big, slow-moving, heavily armed and armored. If your 'Mech has an AMS/LAMS they
won't be a big problem, especially if you keep circling around them. Though
they have Long Toms, they prefer to fire LRMs; also, their shots with Long Toms
are highly inaccurate, and often tend to target fixed targets with them.
-----------
--TURRETS--
-----------
CALLIOPE TURRET
Type: fixed heavy turret
Body constitution value: 5
Weapons: 2 LRM 15s, 2 Clan ER Medium Pulse Laser
The Calliope Turret is especially designed to take out threats at long range.
It is heavily armored and pretty accurate when firing the LRMs. It is slightly
less efficent with the single Laser, but it is still dangerous. Try to take out
with massed long-range fire or quickly close distances. All fixed turrets are
controlled by to buildings, a Turret Control and a Power Generator, though
probably you'll notice this after the turrets are destroyed. Once one of those
buildings is down, all turrets linked to them won't work anymore.
FIXED TURRET
Type: fixed heavy turret
Body constitution value: 3
Weapons: 1 or 2 Medium Lasers or 1 LRM 10
A small turret with a single or twin Medium Lasers. Dangerous at close range if
there are many of them. As with Calliope Turrets, Laser Turrets are controlled
by a Turret Control and a Power Generator. The LRM Turret might be more
dangerous thanks to its long-range fire abilities.
MOBILE TURRET
Type: mobile field turret
Body constitution value: 2
Weapons: 1 Ultra AC/5 or AC/5
Independent movable turrets with small-caliber ACs. They do not rely on Power
Generators, but are nonetheless controlled by a Mobile Turret Control which
works in the same way as the fixed Turret Control building.
GUARD TOWER
Type: fixed outpost
Body Constitution value: 5
Weapons: 1 Clan ER Medium Pulse Laser or 1 Clan ER Medium Laser
Small outposts with a single laser turret. They aren't very dangerous, but have
an armor roughly equal to a Calliope Turret's one.
*********************
8-LANCEMATES BRIEFING
*********************
Aside from their bare skills, each pilot has various tendencies in his or her
fighting style. Try to compensate your weaknesses with your lancemates'
strenghts: for example, if your are prevalently a sniper (as I am), carrying
Casey with you is pretty useless; also, when considering the two initial
lancemates, Jen is clearly superior.
Name:
Initial Gunnery Skill:
Initial Piloting Skill:
Initial Sensor Skill:
Initial Blind Fight Skill:
Weekly salary:
Hire cost:
**************************
9-HOW TO COSTUMIZE A 'MECH
**************************
MW4 is very different from the previous MechWarrior products in costumizing
'Mechs; thanks, or better, due to the brand-new (and immediately ignored in
MC2) bay system, not all 'Mechs can support all weapons, even if they have
enough tonnage to devote to them; this applies also to ECM Suites, Active
Probes and Jump Jets; Light Amplification can be installed on all 'Mechs as AMS
can be (though the Argus does not support any kind of AMS system), though the
base technlogy of the chassis (Inner Sphere or Clan) will determine the type of
System installed: Inner Spherian have standard projectile AMSes, while Clans
have Laser AMS. They both have the same weight and roughly the same
performances, the only thing changegd is the name.
Returning to equipment, remember that ECM reduce by half the ranges of any
enemy within the radar's range and Active Probes will increase the radar range
by 200 meters. Also, these two equipment will reduce missile-lock on times.
Missile boats should always have at least the Active Probe. Light Amplification
is pretty useless (as the spotlight all 'Mechs mount but that's an other
story...) and Jump Jets can improve sniping abilities of a 'Mech, though they
are pratically useless in urban terrain (but not in field bases, where they
allow you jump over small buildings); jump distance is equal for all 'Mechs
(roughly 150 meters) and always mounted in the rear torso.
All these equipment, like engine, gyro, arm or leg actuators, cockpit and any
other part of the 'Mech (aside weapons) cannot be destroyed by weapon fire.
Talking about armor, I always carry maximum Ferro-Fibrous armor, with few
points on Legs and Arms to free a full ton of space. Other armors will weight
more as they provide less point per ton, but are specialized in repel some
attacks: Reflective armor dissipates damage by energy weapons and Reactive
Armor missile weapons; these armors have a small malus when dealing with damage
caused by other kinds of weapons.
About weapons: first decide what kind of weapons you are going to use (this
will also spell what kind of engagement you are planning: PPCs at close range
might be fine, but what about LBX ACs?), then the base chassis. For example,
there's only an handful of 'Mechs capable of mounting three PPCs (or only
one...BTW, the Nova Cat surely can), but most have enough space for an ER or
Pulse Large Laser. Also, Gauss Rifles can be carried by most 'Mechs, though
they are heavier than PPCs and are ammo dependent. Also remember to carefully
balance the weapons load: weapons with slow recharge rates are good for
snipers, but close-ranged fighters will find more confortable Pulse Lasers, ACs
or SRMs.
When you are going to use energy weapons (especially in hot environments)
remember to install enough heat sinks to at least the heat efficency bar at
50%: this will grant you some "autonomy" before holding fire to have the 'Mech
cool down, though a full bar is always reccomended, even with ballistic weapons
(rember that large caliber cannons generate large amounts of heat).
For ammunition-based weapons be sure to mount at least one extra ton of ammo,
especially if you will fight with them as main weapons and with Gauss Rifles
and large-caliber ACs, they tend to heat ammos at allarming rates.
Remember that Omni bays can accept all weapons wind but only few 'Mechs have
bays large enough to accomodate all weapons (for example the Dire Wolf and the
Shadow Cat). Most tend to be 2 or 2 slots -large, enough to accomodate only
Large Lasers or medium caliber ACs.
*****************
10-GENERAL TACTICS
*****************
Let's begin with the gameplay differences ('Mech lab differencies has been
covered in the previous section) between MW4 and MW3. In MW3 cutting off a leg
from a 'Mech would have resulted in the 'Mech without the leg beign immediately
destroyed; this was quite frustating and before the release of the patches it
was quite simple to detroy a 'Mech with a Small Laser boat. Also, hard-hitting
weapons (especially missiles and LB-X Acs) tended to knock down 'Mechs very
easily. In MW4 a 'Mech can be knocked down; however to knock down a
light/medium 'Mech you'll need a very power shot: Cougars and alike can be
downed with a twin LB-20X strike at their Center Torso or with more powerful
attacks on their entire torso; Shadow Cats and alike can be knocked down only
with devastating shots to their torsos (triple PPCs/Gauss/LB 20-X assaults).
I've never seen top-heavy medium, heavy or assault 'Mech knocked down. Knocked
down 'Mechs can fire as long targets are within weapons range and arc.
Legs are undestroyable. Well, it is possible to disable a leg by destroying its
armor and internal structure, but the limb will remain with the 'Mech, strongly
reducing its speed (about 10 kp/h, for all 'Mechs); I've seen only one leg
totally blown off, during a single player Master Trial (in the Instant Action
menu); I was on a Shadow Cat and a 'Mech took away my right leg; the 'Mech
stopped completely: it was impossible to move, but possible to turn around. I
do not know if it was a bug or something, but that's the first and only time I
saw a leg blown off. Arms and Missile racks can be destroyed (or blown off) by
destroying their armor and internal structure.
Also, heat management has changed; a 'Mech with, for example a Clan ER PPC and
4 Clan ER Large Lasers and a green heat capacity bar WILL NOT overheat in any
way (except for external factors, like high temperatures or Flamers). This
means that you can fire whatever weapon you want if you have a green bar; also,
'Mechs with red or yellow bars (I strongly reccomend not to deploy 'Mechs with
heat bars below the half) will overheat only after a certain number of attacks:
for example, a Mad Cat with twin Clan ER PPCs and 4 Clan ER Medium Lasers will
overheat only if it fires its PPCs and Lasers twice or three times
consicutively.
Like MW3, extreme heat will affect your movement capabilities (you'll slow down
a bit) and will make your cockpit inaccurate, just like a PPC hit.
When engaging 'Mechs, always go for their heads; scoring an head hit is very
difficult, as it is to destroy a 'Mech's head with a single salvo (even 4 Clan
ER Large Lasers won't destroy a Daishi's head), however, in all 'Mechs (Thor
excluded, anyway), the head is always on the center torso; destroying the
center torso (armor and internal structure) is the only way to destroy a 'Mech.
All enemies will surely go for your center torso, so try to keep mobile to
avoid destruction. Legs will affect mobility, arms and missile racks weapon
load and lateral torsos weapons. When the armor is gone, damage will pass top
the internal structure; each shot at the internal structure of a 'Mech will
have a chance to destroy the weapons in it (there are no other critical hits in
MW4, just like MW3...MW2 is still unsurpassed on this point); when a location's
internal structure is gone, the location and all weapons in it will be
destroyed. When a location has its internal structure damaged, it will begin to
smoke. Smoke from center torso and other torso sections will generally TOTALLY
obscure line of sight when moving backward.
Vehicles are an other matter; VTOLs and aircrafts need only a direct hit to
their hull to make them crash, while other vehicles will take more punishment
before being destroyed. When targeting a vehicle, always go for the turret,
which is roughly the equivalent of a 'Mech's head. When a ground vehicle has
been hit pretty bad blue lights will begin to come out from it, meaning that
it's going to explode. It will take some time, but it will always explode.
DropShips and Destroyers do not have this drawback. Any kind of vehicle (even
DropShips or Destroyers) do not have a critical table, so or they are
destroyed, or they will continue firing.
Sensors are useful, but must be used carefully; when you are alone and the zone
is filled by enemies, or your target is a sitting duck, but heavily defended,
passive radars and ECM Suites will help you to pass undetected; Active Probes
will also increase your scanning range by 200 meters, while keeping your sensor
profile the same.
When a 'Mech, a fuel depot, a DropShip and any other thing that can explode
will be destroyed, they will generate a small explosion. Fuel depots are
generally the most destructive, and they will also add high amount of heat to
your 'Mech, usually forcing you to use the coolant or to shutdown your 'Mech.
'Mech explosions are similar to fuel explosions though they will allocate less
damage and heat. DropShip explosions will only allocate damage. Also, extra
heat will be added if you fire LRMs too near to your target, so do not close if
you are piloting a LRM boat.
After having spoke about damages, let's speak about repairs; at the end of each
mission your 'Mech will be automatically repaired; this includes both weapons
and armor, no weapon in your inventory will be removed to replace a damaged one
as it will be repaired for free. During missions, however, you'll might a
chance (or necessity) to repair: this can be done in 'Mech Repair Facilities in
the mission area. Not all missions have a Repair Facility, and sometime they
are concealed between buildings or by limited visibility. However, Repair
Facilities are usually located in large explanades and/or near small outposts
and/or where 'Mechs unexpectedly powered up. All bases containing 'Mechs will
have at least one of these Facilities.
There isn't only one kind of Repair Facility: the most common is a red building
with two armored doors that allow a 'Mech to enter from one side and exit from
the other one. This is also the hardest to use: you'll have to enter the base
at moderate speeds (I usually hit the "2" speed trigger, this will make the
'Mech automatically shutdown when in position), then hit the shutdown button
("S", as per standard keyboard layout) while you are in the base; this is
difficult because the 'Mech won't stop automatically, it will proceed straight,
ignoring all your commands (shutdown excluded) until you are 50 meters away
from the structure. This is quite irritating as you will be an easy prey for
enemies.
Other Repair strucuters are more easily usable: they are both composed of three
walls and one single entrance and do not require too much job for obtaining a
repair. Just walk inside the walls and hit the shutdown key. Then you'll have
to manually walk away from the structure at any speed you want.
Repair Facilities always repair your while armor but will not replace destroyed
weapons and limbs.
*********************
11-MULTIPLAYER TACTICS
*********************
When the game came out I've planned to fight on the net, but for PC and
stability problems (later corrected with the 2.0 patch) I never played the
game...I feel that now it is too late to begin to play this game only, so I
assume that the two previous sections should be complete enough to satisfy your
curiosity.
**************
12-WALKTHROUGH
**************
The game has been played with a Regular difficulty setting.
In more challenging modes, the enemies and objectives will remain the same,
though the enemy gunnery skill will be greatly increased.
Your callsign will be "Spectre", no matter what if you link or you don't (and I
don't).
------------------------
SOLARIS VII CHAMPIONSHIP
------------------------
Solaris is renowed throughout the Inner Sphere for its gladiator games. The
planet sports three major arenas: the Factory, the Jungle and the Coliseum.
Each arena has four categories, Light, Medium, Heavy and Assault, indicating
which tonnage of 'Mech can partecipate, plus Championship and
Grand-Championship matches open to all kind of 'Mechs.
As you first go to Solaris, all three are arenas will be available, but you'll
have only access to the Light category; to gain access to the other categories,
you have to qualificate in the previous category: Light leads to Medium, Medium
leads to Heavy, Heavy leads to Assault, Assault leads to Championship and
Championship leads to Grand-Championship. Qualificating for the enxt category
is simple: destroy at least one 'Mech in the match. However, heavier is the
category, harder it will be, so I suggest to change category only when you were
able to destroy all 'Mechs (well, to survive until all 'Mechs are destroyed) in
the current highest category.
*******************
13-CREDITS and MISC
*******************
First credit? To Fasa for having created the whole BattleTech universe. Then to
me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ
with my permission; visit them at:
1) Wolf Art (http://www.geocities.com/khan_briareos/index.htm; it's my site.)
3) GameFAQs (http://www.gamefaqs.com)
and everyone who helped with this document.
Special thanks to:
all italian BT/MW players; all programs I used to do this FAQ;
my turtle, Gamera; Thanatos, my PC (it is NOT named after the MW4 'Mech); all
soundtracks that accompained me during this long work (nominally: all Eva and
Cowboy Bebop OSTs, MW2 soundtrack ;^D and everything from Beethoven, Back,
Pachelbel, Wagner, Saint Saen, Orff, Blur, Metallica, Queensryche, Warlord,
Crimson Glory, Savatage, Cirith Ungol and everyone I forgot); Leader for having
imported the title and avoided translation;
Thanks to and for:
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at This email address is being protected from spambots. You need JavaScript enabled to view it.; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.
Copyright (c) Briareos Kerensky 2002/2003. Reproduction and translation of
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