Mech Assault Prima Official eGuide, Prima, Bradygames IGN and other guide, Poradniki ENG
[ Pobierz całość w formacie PDF ]PRIMA’S OFFICIAL
STRATEGY GUIDE
™
This game has received the
following rating from the ESRB
primagames.com
®
™
Prima’s Official Strategy Guide
Joe Grant Bell
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
(800) 733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other
countries. Primagames.com is a registered trademark of
Random House, Inc., registered in the United States.
© 2004 by Prima Games. All rights reserved. No part
of this book may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photo-
copying, recording, or by any information storage or retrieval
system without written permission from Prima Games. Prima
Games is a division of Random House, Inc.
Product Development Manager: Jennifer Crotteau
Project Editor: Matt Sumpter
Design & Layout: Edd Hendricks
© 2004 Microsoft Corporation. All rights reserved. Microsoft, the Microsoft
Game Studios logo, FASA Studio, the LIVE logo, MechAssault, Xbox, Xbox Live, and the
Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in
the United States and/or other countries/regions and are used under license.
BattleMech, BattleTech, ’Mech, and MechWarrior are registered trademarks or
trademarks of WizKids, LLC and/or Microsoft Corporation in the United States and/or
other countries/regions and are used under license.
The names of actual companies and products mentioned herein may be the trademarks
of their respective owners.
All products and characters mentioned in this book are trademarks of their respective
companies.
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, "T", “M”, “AO” and “RP”
are copyrighted works and certification marks owned by the Entertainment Software
Association and the Entertainment Software Rating Board and may only be used with
their permission and authority. Under no circumstances may the rating icons be self-
applied or used in connection with any product that has not been rated by the ESRB.
For information regarding whether a product has been rated by the ESRB, please call
the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing
issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only
apply to the content of the game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information contained in this
book is accurate. However, the publisher makes no warranty, either expressed or
implied, as to the accuracy, effectiveness, or completeness of the material in this book;
nor does the publisher assume liability for damages, either incidental or consequential,
that may result from using the information in this book. The publisher cannot provide
information regarding game play, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by the game
and device manufacturers in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-3989-1
Library of Congress Catalog Card Number: 2002113679
Table of Contents
Chapter 1:
Weapons & Equipment . . . . . 1
Chapter 2:
BattleMechs . . . . . . . . . . 10
Chapter 3:
Non-’Mech Enemies and
Terrain Features . . . . . . . . 20
Chapter 4:
Combat & General Strategy 28
Chapter 5:
Missions 1-4 . . . . . . . . . . 36
Chapter 6:
Missions 5-8 . . . . . . . . . . 48
Chapter 7:
Missions 9-12 . . . . . . . . . 65
Chapter 8:
Missions 13-16 . . . . . . . . 77
Chapter 9:
Missions 17-20 . . . . . . . . 89
Chapter 10:
Multiplayer MechAssault . 102
www.mechassault.com
™
Prima’s Official Strategy Guide
Introduction
MechAssault
™ is a game of combat, but also a game of strategy. Even a skilled MechWarrior in a 100-ton Atlas
needs to play it smart sometimes—especially on the planet Helios, where a ruling class of Word of Blake theocrats
has a lot of nasty surprises in store for you.
This book is your complete guide to
MechAssault
™, covering both the combat and strategy aspects of your stint on
Helios as a member of Wolf’s Dragoons. It gives detailed information on every BattleMech™ and weapon, covers
effective combat techniques, provides
detailed maps on every game location,
and gives useful guidelines for
managing salvage. Everything you
need to know is covered somewhere
in here.
You can read this book from
cover to cover, but that ruins a lot
of the suspense. Try checking out
the first four sections right away,
then refer to the walkthrough
sections whenever you have a
question about a specific
mission. Also, check out
“Multiplayer MechAssault™”
before you dive into a multiplayer
game. It offers tips and specific
strategies for doing well when
competing against your friends.
Regardless of your reading
method, you’ll hopefully find this
book an enjoyable companion to
MechAssault
™. By the time you’re
done with it, you’ll have a great
understanding of how the
game works. That knowledge
will translate into improved
skills on the field of combat.
But enough chatter. There’s a wealth of infor-
mation in this book, and you’re probably itching to
learn it. So strap yourself in, fire up the fusion reactor,
and warm up those Gauss Rifles. A high-stakes
mercenary campaign awaits.
Acknowledgments
Thanks to the following people for their help
with this book:
• Chris “Comanche” Klimecky
• John “Thumper” Foster
• Mathew “Cityelf” Coyne
ii
Weapons & Equipment
Weapons and Equipment
One key to success in
MechAssault
™
is to use the right weapons for every job. Using less-than-ideal weapons makes
it hard to score quick kills, and the longer your enemies survive, the more return damage they can inflict.
This section takes an in-depth look at the weapons carried by every ’Mech and vehicle in the game, providing vital
stats that quantify their performance in many areas. You should use this data to compare weapons and thereby make
better decisions about when to use each one.
Weapons Tables
The following tables give vital
stats for every weapon in
the game.
Tables are the best format to
make sense of this information.
For example, a machine gun
generates one heat unit with
every shot. Is that a lot or
a little? Take a look at the
PPC for comparison, and
you’ll see that it generates
a whopping 30 heat per
shot. Suddenly ,the
numbers are a lot easier to
understand. The PPC is like
a furnace while the machine
gun is cool and collected.
There are four tables, two
for ’Mech weapons and two
for vehicle weapons. The
first two tables contain
"raw" stats that provide
base information on each
weapon’s abilities. How
fast does its projectile fly?
How much damage is
dealt per shot? Do the
projectiles home in on
their target?
The last two tables are
shorter but even more
useful because they
combine info from the
first table into a few
useful statistics that let
you compare weapons
very easily.
Check out these
tables, and refer back
to them when you want
to know how one
weapon performs,
relative to another.
Legend
Here’s an explanation of the entries in the following tables.
Name
: The weapon’s name.
Level
: Weapon level is
increased by collecting salvage.
Base Damage
: The
amount of damage
dealt by the weapon.
If the weapon deals
splash damage as
well, that amount
is added to the
base damage.
Splash
: This
damage affects a
short radius around
the impact area, as
well as the target. It’s
added to base damage.
Splash damage is
expressed as two numbers:
the damage amount,
followed by the range of the
splash (for example,
40/10).
Reload Time
:
Reload time is how long
you must wait before you
can fire a second shot.
Time is expressed in
milliseconds.
Max Ammo
: The
maximum amount of
ammo the weapon
can carry at levels 2
and 3. Level 1
weapons always have
infinite ammo.
Range
: The distance
the projectile travels.
Heat
: The amount of
heat generated by a
single shot.
Projectile Speed
: The projectile
flies through the air at this
speed. Slower projectiles are
easier to dodge.
Multiple Targets?
: Some
weapons can hit multiple
targets, and some can’t. For
example, if you fire two PPCs
into a crowd of infantry, they’ll
both shoot at the same
infantryman. If you fire two
machine guns, however, the
machine guns may target
separate infantrymen.
Seeker?
: Some weapons
home in on the target while
others fly straight. Seeking
weapons tend to hit the target
more often, though they aren’t
100 percent accurate.
10 Second Damage
:
Damage amount dealt to a
target if you continually fire the
weapon for 10 seconds and hit
with every shot.
10 Second Heat
: Amount of
heat generated by firing the
weapon nonstop for 10 seconds.
Damage/Heat
: Divide the total
damage dealt over a 10 second
period by the heat generated in
that same period, and you get a
number that reflects how “hot”
each weapon runs. High
numbers mean the weapon is
cool and efficient, dealing lots of
damage and producing little
heat. Low numbers signify a
fairly heat-inefficient weapon.
PRIMAGAMES.COM
1
™
Prima’s Official Strategy Guide
Master Weapon Tables
This first table provides basic stats on weapons carried by ’Mechs.
’Mech Master Weapons Table
Base
Reload
Max
Projectile Multiple
Name
Level
Damage
Splash
Time
Ammo Range Heat Speed Targets? Seeker?
Pulse Laser
Level 1
15
—
250
—
450
2
2,000
No
No
Pulse Laser
Level 2
17
—
200
100
450
2
2,000
No
No
Pulse Laser
Level 3
16
—
150
66
450
1
2,000
No
No
Laser
Level 1
65
—
1,000
—
450
9
2,000
Yes
No
Laser
Level 2
91
—
1,000
20
450
9
2,000
Yes
No
Laser
Level 3
117
—
1,000
10
450
9
2,000
Yes
No
PPC
Level 1
300
—
2,500
—
450
30
500
No
Yes
PPC
Level 2
420
—
2,500
8
450
30
300
No
Yes
PPC
Level 3
540
—
2,500
4
450
30
100
No
Yes
Machine Gun
Level 1
21
—
300
—
100
1
2,000
Yes
No
Machine Gun
Level 2
29
—
300
66
100
1
2,000
Yes
No
Machine Gun
Level 3
38
—
300
33
100
1
2,000
Yes
No
Autocannon
Level 1
100
—
2,000
—
450
10
2,000
No
No
Autocannon
Level 2
140 (2x70)
—
2,000
20
450
6
2,000
No
No
Autocannon
Level 3
180 (3x60)
—
2,000
15
450
4
2,000
No
No
Gauss Rifle
Level 1
225
—
2,500
—
450
15
3,000
No
Yes
Gauss Rifle
Level 2
315
—
2,500
8
450
15
3,000
No
Yes
Gauss Rifle
Level 3
405
—
2,500
4
450
15
3,000
No
Yes
Crossbow (SRM)
Level 1
10
30/10
800
—
250
5
400
Yes
Yes
Crossbow (SRM)
Level 2
26 (2x13)
15/10
800
50
250
3
400
Yes
Yes
Crossbow (SRM)
Level 3
42 (3x14)
10/10
800
37
250
3
400
Yes
Yes
Javelin (LRM)
Level 1
60
40/14
2,500
—
490
16
150
Yes
Yes
Javelin (LRM)
Level 2
90
50/16
2,500
8
490
16
150
Yes
Yes
Javelin (LRM)
Level 3
120
60/18
2,500
4
490
16
150
Yes
Yes
Hammer Missile
Level 1
50
375/20
3,000
—
450
25
600
No
No
Hammer Missile
Level 2
50
545/24
3,000
6
450
25
600
No
No
Hammer Missile
Level 3
50
715/28
3,000
3
450
25
600
No
No
Lava Gun
Level 1
150 (3/50)
250/25
3,000
—
450
20
600
No
No
For a detailed analysis of each individual weapon, refer to the weapon descriptions provided later in this section.
This next table compares vehicle-mounted weapons.
Vehicle Master Weapons Table
Base
Reload
Projectile Multiple
Name
Level
Damage Splash
Time
Range
Speed
Targets? Seeker?
Vehicle Pulse Laser
Level 1
4
—
250
300
2,000
No
No
Vehicle Pulse Laser
Level 2
6
—
200
300
2,000
No
No
Vehicle Laser
Level 1
24
—
1,500
300
1,600
No
No
Vehicle Laser
Level 2
49
—
1,500
300
1,600
No
No
Vehicle Machine Gun
Level 1
5
—
300
100
2,000
No
No
Vehicle Machine Gun
Level 2
11
—
300
100
2,000
No
No
Vehicle Autocannon
Level 1
31
—
2,500
300
2,000
No
No
Vehicle Autocannon
Level 2
63
—
2,500
300
2,000
No
No
Vehicle Crossbow (SRM)
Level 1
16
—
1,300
125
300
Yes
Yes
Vehicle Crossbow (SRM)
Level 2
33
—
1,300
125
300
Yes
Yes
Vehicle Javelin (LRM)
Level 1
30
—
3,000
300
150
Yes
Yes
Vehicle Javelin (LRM)
Level 2
60
—
3,000
300
150
Yes
Yes
2
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