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°Elemental's Standard Mod° - 24th April 00 This mod invloves getting 2 Masakari's on 3v3 (preferably). The conditions for this mod is na nm 6/8 and 300k per person. This mod should be used only is breachnt or capbase. If it is 3v3, 2 Elementals will get the standard Elemental mod while the other Elemental will get madcat a's or j's with meduim range or short range with a little long range. If it is 2v2, 1 Elemental will get this standard Elemental mod while the other Elemental will get madcat a's or j's with meduim range or short range with a little long range. With this, you should get 2 Masakari W's equiped with 5 er ppcs each and 2 lrms, pilots are Firestorm and Vixen, put a sensor standard on Firestorm. You can also get 2 Masakaris A's with 5 er ppcs each, 2 swiftwinds for scouting, pilots are Firestorm and Vixen, put a extended range sensor for Firestorm. The difference between getting A's and W's are slightly on par and both have pros and cons. The A's on one hand have more armor, but having more armor on the masakari is practically useless as even before its armor get blown away, the pilots already ejects, thats why i suggest you using the W's as they have less armor and more weapons. However, the two swiftwinds and the extended range sensor will come in most usefull and scouting can be done with the swiftwinds instaed of the slow retreating Masakaris, You would find that once the short range madcats get close to you, you are better than dead, that why the swiftwinds come in handy, the extendard range sensors also warn you of incomming danger so u can retreat your Masakaris as soon as possible. This mod is best suited for backup support fire power and your partner would want to get some madcats with long and medium range or short range, you should back up your Masakaris and attack from short range,move back while shooting, as your enemy tends to move foreward when attacking. This mod is good for killing madcat J's especially, if u see your erppcs travelling in a bunch all clustered together, most likely is that the madcat j's will get a pilot shot, the pilots get injured, an arm falls of, he gets internal ammo explosion or he falls down. Have Fun All ! [End Dispatch]
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°Elemental's Grade 1 Strategies° - 2th May00 Divide and Conquer - The Divide and Conquer tactic seeks to split the opponents forces. Dealing with half a company is much more easily than fighting it as a whole. If 2 of your 'Mechs each engage a 'Mech, you will take less damage and defeat them faster. Also, getting someone behind an enemy 'Mech increases your chance of salvage and eats through the weak armor faster than the front. Try to use this tactic as often as possible Hit and Fade - Run in, hurt the enemy, and retreat without getting hurt. This tactic is more difficult than it sounds. Timing, firepower, ranges, and speed all play a role in Hit and Fade, and must be carefully thought out. Recon is also a vital part of it, as you can decide to hit the enemy where it hurts the most. This is usually used in base assaults. Taking out an assault 'Mech or two and then escaping back for repairs before the enemy can bring about his full might is a good way to whittle away defenses before taking the base. Learn to use this tactic effectively, as it saves many a problem from occurring. Concentrated Fire - Enemy 'Mechs and vehicles are best taken out with concentrated fire. Keeping your units in Lances and attacking one unit per Lance is usually the fastest way to take them out. Concentrated fire uses the law of CLG (Combat Loss Grouping) in that once an enemy unit is destroyed, the enemy has less firepower to direct against you, hence giving your 'Mechs a longer life span and continued ability to take out more units. The more units that are destroyed, the less fire you are taking, and the more you are able to direct fire on a single enemy 'Mech. All things being equal, If you are using Concentrated Fire and your enemy is not, you will almost always win. [End Dispatch] |
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°Elemental's Lightning Attack Strategy°- 17th May 00 This mod works on any map but better on breachnt and capbase. The objective of this strategy is to charge stright at the enemy right at the beggining of the mission. For breachnt we will charge by the islands that means that this strategies would require all of u to get j mechs preferably madcats.This strategy may be a bit risky but if done correctly it will catch the enemy unprepared and even catch them splited up. If its 2v2 both players will get long range madcats. If it is 3v3 then 2 will get long and the other will get lrms med and short range. This player will act as a controller and probabaly will die in the battlefield with no retreat. This controller will first stay behind his long range partners and once he is sure that the enemy is shooting his partners and not him, he will engage the enemy with his short range and med range weapons [End Dispatch]
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°AutoCn Mod°- 9th June 00 This is a long range A's or J'smods which requires 300k per player. Get 4 Madcat A or J. Each Madcat Have 5 Lt. Acs and 1 ERPPC. Elite Pilots and I guess 1 Ext. Sensor on 1 Madcat [End Dispatch] |
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°Revived Mod by SilverElemental°- 9th June 00 This is a long range J'smods which requires 300k per player. Get 4 Madcat J. Each Madcat Have 4Lt. Acs and 2 Lrg ER Lasers. Elite Pilots and I guess 1 Ext. Sensor on 1 Madcat. [End Dispatch] |
°Manual Mod Generator° 6th May 00
| Name | Damage | Recycle | Load Value | Range | Price | Shots |
| Clan LRM | 1.25 | 10 | 3 | Long | 2340 | 24 |
| Clan Light Ultra Autocannon | 1 | 1.33 | 8.5 | Long | 3350 | 112 |
| Clan Large E/R Laser | 5 | 5 | 10 | Long | 9690 | |
| Clan E/R PPC | 11.25 | 7.5 | 13.5 | Long | 21450 | |
| Clan Gauss Rifle | 7.5 | 5 | 16.5 | Long | 18520 | 16 |
| Clan E/R Laser | 2 | 5 | 3.5 | Medium | 2380 | |
| Clan Large Pulse Laser | 2.5 | 2 | 11 | Medium | 8010 | |
| Clan Ultra Autocannon | 12 | 2 | 3.5 | Medium 12590 | 90 | |
| Clan SRM | 1 | 3 | 3 | Short | 740 | 83 |
| Clan Pulse Laser | 1 | 1.75 | 4 | Short | 1700 | |
| Clan Streak SRM | 2 | 3 | 4.75 | Short | 1450 | 83 |
| Clan Heavy Flamer | 5 | 6 | 7 | Short | 3620 | |
| Clan Heavy Ultra Autocannon | 15 | 5 | 21 | Short | 27400 | 10 |
Mechs
Clan - Cougar |
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VARIANT: WEIGHT: 35 Tons COST: 33870 CLASS: Light ARMOR: Moderate STRUCTURE: Moderate JUMP: N/A SPEED: 27 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Large Pulse Laser 3 Clan LRM Racks 1 Clan Sensor-Standard |
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VARIANT: Jump WEIGHT: 35 Tons COST: 36050 CLASS: Light ARMOR: Light STRUCTURE: Moderate JUMP: Medium SPEED: 27 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Large Pulse Laser 3 Clan LRM Racks 1 Clan Sensor-Standard |
Clan - Hunchback IIC |
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VARIANT: Armor WEIGHT: 50 Tons COST: 57530 CLASS: Medium ARMOR: Moderate STRUCTURE: Heavy JUMP: N/A SPEED: 18 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Pulse Laser 1 Clan Heavy Ultra AC 2 Clan ER Lasers 1 Clan Sensor Standard |
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VARIANT: Jump WEIGHT: 50 Tons COST: 57130 CLASS: Medium ARMOR: Light STRUCTURE: Heavy JUMP: Short SPEED: 18 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Pulse Laser 1 Clan Heavy Ultra AC 2 Clan ER Lasers 1 Clan Sensor Standard |
Clan - Loki |
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VARIANT: Armor WEIGHT: 65 Tons COST: 70540 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: N/A SPEED: 24 m/s ARMAMENT: 2 Clan Streak SRM Packs 4 Clan ER Lasers 1 Clan Ultra AC 1 Clan ER PPC 1 Clan Sensor-Standard |
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VARIANT: Jump WEIGHT: 65 Tons COST: 74760 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: Short SPEED: 24 m/s ARMAMENT: 2 Clan Streak SRM Packs 4 Clan ER Lasers 1 Clan Ultra AC 1 Clan ER PPC 1 Clan Sensor-Standard |
Clan - Vulture |
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VARIANT: Armor WEIGHT: 60 Tons COST: 56910 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: N/A SPEED: 24 m/s ARMAMENT: 2 Clan Large Pulse Lasers 8 Clan LRM Racks 1 Clan Sensor-Standard |
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VARIANT: Jump WEIGHT: 60 Tons COST: 62610 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: Short SPEED: 24 m/s ARMAMENT: 2 Clan Large Pulse Lasers 8 Clan LRM Racks 1 Clan Sensor-Standard |
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Clan - Uller |
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VARIANT: Armor WEIGHT: 30 Tons COST: 23410 CLASS: Light ARMOR: Light STRUCTURE: Light JUMP: N/A SPEED: 27 m/s ARMAMENT: 1 Clan Streak SRM Pack 2 Clan ER Lasers 1 Clan Light Ultra AC 1 Clan Sensor-Standard |
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VARIANT: Jump WEIGHT: 30 Tons COST: 25510 CLASS: Light ARMOR: Light STRUCTURE: Light JUMP: Medium SPEED: 27 m/s ARMAMENT: 1 Clan Streak SRM Pack 2 Clan ER Lasers 1 Clan Light Ultra AC 1 Clan Sensor-Standard |
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Clan - Thor |
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VARIANT: Armor WEIGHT: 70 Tons COST: 74390 CLASS: Heavy ARMOR: Heavy STRUCTURE: Heavy JUMP: N/A SPEED: 24 m/s ARMAMENT: 1 Clan Heavy Ultra Autocannon 1 Clan Pulse Laser 2 Clan Large Pulse Lasers 2 Clan Streak SRM Packs 1 Clan Sensor Standard |
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VARIANT: Jump WEIGHT: 70 Tons COST: 78130 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: Short SPEED: 24 m/s ARMAMENT: 1 Clan Heavy Ultra Autocannon 1 Clan Pulse Laser 2 Clan Large Pulse Lasers 2 Clan Streak SRM Packs 1 Clan Sensor Standard |
Clan - Masakari |
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VARIANT: Armor WEIGHT: 85 Tons COST: 102020 CLASS: Assault ARMOR: Heavy STRUCTURE: Very Heavy JUMP: N/A SPEED: 18 m/s ARMAMENT: 2 Clan Heavy Flamers 2 Clan Large Pulse Lasers 2 Clan ER PPC's 2 Clan LRM Racks 1 Clan Sensor-Standard |
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VARIANT: Jump WEIGHT: 85 Tons COST: 105460 CLASS: Assault ARMOR: Heavy STRUCTURE: Very Heavy JUMP: Short SPEED: 18 m/s ARMAMENT: 2 Clan Heavy Flamers 2 Clan Large Pulse Lasers 2 Clan ER PPC's 2 Clan LRM Racks 1 Clan Sensor-Standard |
Clan - Mad Cat |
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VARIANT: Armor WEIGHT: 75 Tons COST: 92790 CLASS: Heavy ARMOR: Heavy STRUCTURE: Heavy JUMP: N/A SPEED: 24 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Large Pulse Laser 2 Clan ER PPC's 4 Clan LRM Racks 1 Clan Sensor Standard |
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VARIANT: Jump WEIGHT: 75 Tons COST: 96970 CLASS: Heavy ARMOR: Moderate STRUCTURE: Heavy JUMP: Short SPEED: 24 m/s ARMAMENT: 1 Clan Heavy Flamer 1 Clan Large Pulse Laser 2 Clan ER PPC's 4 Clan LRM Racks 1 Clan Sensor Standard |
[End Dispatch]