Tip for MechWarrior 2: 31st Century Combat
So, it’s time to explain what’s what in this game. Armament Tips, Mechs and
we will give tactics a little later, but now we will deal with management.
As indicated in the description, ACTIVISION gave a very large field of activity for
selection of control buttons, but we will focus on the standard configuration
management.
Arrows :
right, left – turn the body to the right, left;
up, down – raising and lowering the turret;
Mouse :
right, left – turn the turret right, left;
up, in them – raising and lowering the turret;
Left mouse button – shooting from the selected weapon;
Right mouse button – switch to the next weapon;
Ctrl + arrows – rotate your head in the cockpit (you can look around
without rotating the ‘Mech’s body or turret, visibility will naturally be limited
cabin);
Home and PgUp – quick turn of the head to the right, to the left (after releasing the key, you
_turn your head_ to the starting position);
5 on the _gray_ keyboard – centering the _head;
M – rotation of the body and its centering along the axis of the turret;
? (/) – centering of the turret along the axis of the hull;
+ and – – increase and decrease in speed;
“1”…”0″ – fixed speed setting from 0 to maximum;
BackSpace – switching movement forward, backward;
Shift + _1_…_3_ – combine the selected weapon into a group (first, second,
third);
Enter – extrusion of the next weapon;
_ (_) – switching between groups of weapons;
: (;) – shooting with the whole group of the selected weapon;
| (\) – switch _Shooting with one weapon, _Shooting
a group of weapons_;
SpaceBar – shot with the selected weapon;
NumLock – shot with the first group of weapons;
Gray / – shot by the second group of weapons;
Gray * – shot by the third group of weapons;
Z, Shift + Z – zoom;
X, Shift+X – change the scale of the radar;
A – enable/disable autopilot;
C – enable/disable external camera;
V – switching on the amplifier of impulses of myomena muscles (MASK), which gives temporary
speed boost if your ‘Mech is equipped with it;
B – issuing a combat order to partners;
N – switching by navigation points;
J – use rocket boosters (JUMP JETS) and jump up;
Gray Nome and End – flight on accelerators forward, backward;
Gray Insert and PageUp – flight on accelerators to the left and to the right;
Gray Delete and PageDown – turn left and right with the help of accelerators;
T – capture the next moving target (Mech, tank, helicopter, etc.);
R – capture of the previous moving target;
E – capture the nearest enemy target;
Q – capturing a fixed target (building, structure, not included Mech, etc.);
I – identification of the captured target (distance 200 – 250 m);
S – turn off and turn on Fur (SHUTDOWN) (in case of overheating);
Alt + P – save the screen to a GIF file;
Ctrl + P – pause;
U – turn off the cockpit (you will not see the part of the cockpit in which
are located);
W – enable _extended_ view mode – vector models, on which
showing damage;
L – inclusion of infrared vision for work at night;
F1 – cyclic switching of views on the right camera;
F2 – switching modes of the radar;
F3 – switch to satellite view;
F4 – switching the operation of the left camera, which is responsible for showing the target;
F5 – turn on the mode of showing the damage of your Mech on the right camera;
F6 – switching on the mode of showing the status of the Mech’s armor on the right camera;
F7 – turn on the right camera for the review back;
F8 – turn on the right camera to look down;
F9 – turn on the right camera for viewing from a weapon;
F11 – disable all information (data does not block visibility);
F12 – view the task for the mission;
Esc – call an additional menu in which you can change the
options
game, complete the mission, exit to DOS.
Now let’s pay attention to the armament of the Mechs.
Conventionally, weapons can be divided into three types:
1) energy weapons (lasers and ion guns);
2) non-energy weapons (autocannons, machine guns, etc.);
3) missile weapons.
Energy weapons.
Includes Ion and Pulse Lasers and Proton Ion Cannon. This type
weapons do not require ammunition, since they are powered by thermonuclear
Mecha engine. Due to this, this type of weapon is the most used in
short skirmishes and is preferred in long raids where supplies
ammunition can be problematic. Ion and pulsed lasers (ER Laser,
Pulse Laser) are divided by weight into Heavy, Medium and Light (LARGE, MEDIUM,
SMALL).
The heavier the laser, the greater the distance of its action. Pulsed laser always
Go Exness MetaTraderJoin MetaTrader Exness. Start with $1. Free demo account $10000. Instant withdrawals.
exnesspromo.com
Go to
18+
Exness (Cy) Ltd is authorized by the Cyprus Securities and Exchange Commission (CySEC) (license no. 178/12).
Advertising
heavier than an Ion laser of the same type, operates at a shorter distance, and weighs and
takes up a little more space, but causes more significant damage and
recharges faster. Usually, Clan members and their opponents prefer melee
in combat, use Medium and Light lasers, and when attacking at a long distance
use Heavy, but tactics vary from pilot to pilot and from situation to
situations. Energy weapons also include the Proton Pulse Cannon –
PIP (ER PCC). PIP is a fairly powerful weapon with a long range –
about 1.5 km. When hit, there is, as it were, a double explosion – an explosion on hit and
explosion of armor under the influence of its local overheating, so it inflicts
significant damage. The only drawback is the heavy weight – 6 tons, and
low projectile speed, so you can dodge it.
Non-energy weapon.
This type of weapon includes the Gauss Cannon, machine gun, autocannon and rapid-fire
tool. This type of weapon requires ammunition, which significantly limits its
application, but at the same time it causes more significant damage than
energy weapon.
The simplest of these weapons is the MACHINEGUN. He
acts over a relatively short distance (like the Medium Laser), but has
high rate of fire and due to the small caliber and, accordingly,
a small mass of ammunition allows you not to limit yourself in cartridges. At
successful positioning, two Machine Guns successfully compete with the Medium Pulse
laser, especially at close range, when the rate of fire and accuracy of weapons
is especially important.
The most long-range, slowest and heaviest weapon in this group is the Cannon.
Gauss (GAUSS RIFLE). The Gauss Cannon fires heavy steel cannonballs that
especially dangerous for heavy and assault ‘Mechs, since medium and even more so
light ‘Mechs successfully dodge it. The Gauss gun is the most
long-range
of all types of weapons at the disposal of the Clans – a radius of about 2 km. But
again – low rate of fire, low projectile speed and a lot of weight as
guns, and shells for her. Nevertheless, in some cases, the Clan Warriors
give preference to her. So, we have come to, perhaps the most successful, in
in some respects, the weapons of the Clans – the Rapid Fire Gun (LB X AC) and
Autocannon (Ultra AC). The gun and the autocannon are not very different from each other
are essentially similar in many respects. The differences in them are the same as in the Ionic
and Pulsed Lasers, namely: The gun weighs a little more and takes more
places than the Autocannon, but does more damage and slightly longer range
despite the fact that the speed of the projectiles and the rate of fire are lower. Basically the same difference
Hardly ever. Both the Gun and the Autocannon are produced by the Clans in 4 modifications
having different calibers: 20, 50, 100 and 200 mm (LB 2-X AC … LB 20-X AC; Ultra
AC/2 … Ultra AC/20 ). Both the Cannon and the Autocannon fire bursts, and the more
caliber, the greater the weight of the cartridges, and the less you can take them. And neither have
the rate of fire is less than that of the Machine Gun. But despite this, they are
weapons
very popular with the Clans and quite dangerous.
Rocket weapon.
Weapons of this type include one type of Long Range Missile
Missile – LRM) and two types of Short Range Missiles (Small Range Missil – SRM).
For
of this type of weapon it goes without saying that ammunition is required – rockets, but it
very widely used.
Long-Range Missiles (LRM), in the future, LRMs have a significantly larger
range than Short-Range Missiles RBD – about 1 km. Besides
RDDs are homing, i.e. it is almost impossible to avoid them.
RDD
are issued in four modifications – LRM5, LRM10, LRM15, LRM20. It means that
for one shot, 5, 10, 15 and 20 missiles are fired from the launcher, respectively,
those. a flurry of fire is provided and great damage is inflicted. Missiles Middle
Actions are available in three modifications – SRM2, SRM4, SRM6 – i.e. let in at a time
2,
4, 6 missiles. But at the same time, the damage inflicted by one RBD is twice the damage
caused by RDD. In addition, RBD missiles are launched from 400 – 500 m and with accurate
it is impossible to evade them. And if you say that they are divided into two
subtype – homing (Streak SRM) and non-homing (simply SRM), and
have
ammunition is larger than the LRM, it becomes clear why the Clan members love these so much
rockets.
Now that we have more or less figured out how to control the Mech and its weapons,
you can pay attention to the Mechs themselves and the tactics of managing and combating them. Clans
provide you with 15 different types of combat robots of various weights
and
capabilities from 20 tons _Fire Moth_ (FIRE MOTH) to 100 tons
_Dread Wolf_ (DIRE WOLF). Since there are many bellows, and there is little time and space, then
we will limit ourselves to pointing out the significant shortcomings of the Mechs, since all the same
it is impossible to appreciate the best qualities of each ‘Mech.
As said, the lightest and weakest is the _Fire Moth_. it
the oldest and weakest machine that the clans could only come up with. She is in
mainly used for training cadets, and if you sit in it, then
get ready to be cannon fodder. The only merit of this Mech, which
can only prolong your torment – the highest speed of all.
No special features and _Nova_ (NOVA) because its design
allows you to rotate the turret only within 5-10 degrees, only possible
relatively good maneuverability of this Mech and jump boosters will prolong
yours and his agony.
As for _Little Fox_ (KIT FOX), then it is him, and not _Forest Wolf_
(TIMBER
WOLF) The clansmen should have called the Walking Coffin. Although _Little_ and
_Forest
Wolf_ clans use quite often, perhaps because of the cheapness of the first and
excellent fighting qualities of the second.
In general, the Mechs are quite good, and each is good in a certain situation. But
it should be said that those Clan members who can choose their own ‘Mechs give
multiple preference:
Falconer Joanna, Jade Falcon Clan – _Mad Dog_ (MAD DOG);
Colonel Aiden Pryde, Clan Jade Falcon – _Summoner_ (SUMMONER) and
_Forest Wolf_ (TIMBER WOLF);
Colonel Martha Pryde, Clan Jade Falcon – _Summoner_ (SUMMONER);
Khan Natasha Kerenskaya, Wolf Clan – _Dread Wolf_ (DIRE WOLF);
Khan Phelan Kell, Wolf Clan – _Timber Wolf_ (TIMBER WOLF).
You yourself have to choose your favorite Fur, perhaps you will
proceed from the recommendations below:
– the heavier the Mech, the more armor and weapons it can carry, and the more
slower
and inflexible;
– when re-equipping the Mech, you can change the strength within certain limits
engine, weapon power and the amount and type of armor;
– despite the fact that the most vulnerable spot of any robot is its legs, especially
leg injuries are dangerous for robots with a _bird_ chassis system: _Mad Dog_,
_Timber Wolf_, _Storm Raven_ (STORM CROW), and especially _Marauder_ (MARAUDER).
And now a little about tactics. Basically, as you will see over time,
own skin, the tactics of the Clans are not particularly difficult: when approaching
initially, long-range weapons are fired (Heavy lasers, Cannon
Gauss, PIP), then a volley is fired from the RDD, and after approaching, the dance begins
death using all available weapons. Possibly also temporary
removal from the enemy for repeated volleys from the RDD. At the same time, heavy and assault
nail
as a rule they go head-on, and medium and light ones run and jump over you
constantly shooting. This tactic justifies itself, but not always. That’s why
some tips and battle secrets:
– as already mentioned, the most vulnerable place of the Fur is its legs, especially the places
joints – knee and foot. Kick off his legs and he will stand still and you
you can deal with it later;
– standard configuration, and it is used most often by the Clans,
provides for the location of the main part of the weapon in general and heavy weapons in particular
in hand. Therefore, by shooting off the enemy’s hands, in the worst case, you will deprive him of
half, if not three-quarters, of all armaments;
– after reading the previous paragraph, we can conclude that it is best to have
weapons in the body of the robot, and rightly so;
– the most successful weapon for shooting legs, arms and everything else is
Autocannon and Rapid Cannon, coupled with Medium Power Pulse Lasers.
After shooting off the opponent’s legs, in a few shots from the Autocannon or Cannon, you
you can easily finish it off with lasers;
– by skillfully distributing the weapons and armor of your Mech, you can achieve
amazing results. So by strengthening the engine you can reduce the amount
armor or weapons and, having lost in security, win in maneuverability, etc .;
– skillfully dispose of ammunition and carefully monitor the sensor
overheating. Of course, single shooting does less damage than shooting
group, but the Fur heats up much less, and the temperature of the Fur greatly affects
its performance. Overheating can even lead to an internal explosion
ammo and you will die;
– carefully monitor the condition of the armor and turn to the enemy as needed
sideways.
And now a few secrets to battle tactics:
– The _Mad Dog_ (MAD DOG) ‘Mech is almost impossible to shoot the left
hand, although the right one almost immediately falls off;
– in the fight against Mech type _Gargoyle_ (GARGOYLE) try as quickly as possible
shoot him both hands and slightly spoil the body, as a rule, the pilot immediately
same
begins to run away and is an easy prey;
– the same applies to the _JENNER_ type ‘Mech as soon as it loses its
_ears_ (rocket launchers) he starts to run away. Besides, if he’s just yet
stepping on you
– a couple of bursts from the 100mm Autocannon into the cockpit and the pilot is ready (as
however, most ‘Mechs of the light category as well);
– beware of Elementals (ELEMENTAL) – elite infantry in special armored suits.
With their small sizes (more precisely, very small ones – 3-4 m against 10-15 m of your
Mecha) and relatively weak weapons – the Machine Gun and the Medium Laser, they are ways
inflict very significant damage if they manage to get close to you.
So shoot them from a distance.
Well, that’s all the advice. Oh yes!. When fighting, try not to crash into
buildings and other robots, because at best you will damage the armor, and at worst –
lose an arm or a leg, or you might explode. Try not to get close to those
Mechs that, for one reason or another, are about to explode because they
explosion,
or the explosion of any fired part can lead to quite serious
damage. Well, that’s really EVERYTHING! May good luck accompany you
the battlefield, and may the Spirit of Nikolai Kerensky help you, freeborn @$@?!@…
Vitaly Maksimov.
PS About mission scoring. Points are earned for completing the most
missions, for killed opponents, for the total percentage of hits during the mission.
Except
In addition, the difference in the total mass of the equipment involved in the mission and
the total mass allowed for this mission (i.e. specified in
application
in the Dispute of the Nobles).
Leave a Reply