Lone players will never again have to face a Raganrok in a free for all, as all mech assignments are pre-assigned according to the map. A single Rommel tank can be carried by a VTOL to an otehrwise inaccessible area. Pilot 2. With all the shells and laser bolts flying in the arena; the slight reduction in armor is probably not noticeable. Consult our guide for all the nasty details, like how to blast players from behind with a dual level 3 PPC. Never underestimate a Summoner, for you may find one jumping up and over your carefuly aimed shots then landing behind you. Deployment: Tanks are notoriously weak in Mechassault, unlike the Battletech universe, where heavy tanks like the Manticore or Brutus can pretty much squash light mechs. History/Overview: The Raptor was one of Inner Sphere's omnimechs, first designed as a test model to prove the viability of modular parts on a battlemech. Deployment: "Mr. Skullhead" is the prime battlemech in many maps and has an instantly recognisable visage. Like all assault mechs, the Prometheus is highly vulnerable to neurohacking, but is quite deadly in mech versus mech combat. VTOLs are crucial to speedy victories in CTF and Snatch It matches, where object retrieval is more valued than simply killing. The Stiletto is also one of few mechs in the game armed with a flamer weapon. https://mechassault.fandom.com/wiki/Raptor?oldid=4749, Weapons: Alternating Pulse Laser x1, Autocannon x2, Crossbow SRM x4, Defensive/Special Weapon: Jump-Jets, Null Sig. Remember that the Kit Fox uncloaks briefly when the Warhammer missile launches, but the mech is otherwise undetectable while charging the missile's timer. An extremely capable and solid machine designed for mech versus mech fights. This then allows a Vulture pilot to blast the offending battlesuit with several salvoes of lasers or SRMs. Uziels are true medium mechs, carrying decent firepower and fair mobility; having them operate in the support of their bigger stablemates will let Uziel pilots reap big wins in Team Destruction. Most maps only have one VTOL and one launchpad per team, but sometimes variations of two VTOLs or a shared (neutral) launchpad are implemented on some maps. It can use its claw to climb walls such as buildings and such, but this of little use outside of the singleplayer campaign. In many ways it is considered a Medium Mech, due to the sets of weapons it carries. In fact, the first Mechassault had player relying on the Uziel/Belial mech for quite some time before heavier mechs were available. The Ragnarok cannot alpha-strike, unlike other assault mechs. The Belial is the lightest mech to possess target jamming, which allows the mech to dodge "tracking" shots like PPCs and lasers by constant motion. 1. Canonicity []. Even so, a fast mech can put some distance between itself and a battlesuit, then that's when the battlesuit is in real trouble. Deployment: The Blood Asp is not found all that often, but can be seen occasionally in some match types. Capabilities: Mechassault's Thor is the heaviest jump capable mech with special armor, meaning it has the mobility and defence against battlesuits. Capabilities: The Uller is pretty much a clone of the Corvus -- or rather, the Corvus is a clone of the Uller, since the Corvus was part of the downloadable package. The VTOL will have new abilities in MechAssault 2. Developed by Day 1 Studios and published by Microsoft, MechAssault was initiated when Denny Thorley of Day 1 Studios approached Jon Kimmich of Microsoft about developing an original BattleTech game built from the ground up to support console play. " Two battlesuits and a VTOL can prove to be a serious threat in Snatch It and CTF. Upon leaving this station you will have a Raptor in front of you and 2 elementals will come in from behind. In a pinch, even the VTOL and second battlesuit can cover the fleeing battlesuit if the last point of the match is at stake. Two Xboxes - Aside from two copies of Mechassault 2, two televisions televisions, the A/V and power cords, and one controller per player, you will need a "cross-over" cable. While clinging to VTOLs and battlemechs, battlesuits may use their pulse lasers freely with a slight augmentation in power. This meant the hard-wired gear of traditional Inner Sphere battlemechs were consistently out-classed by Clan logistics organisation and omni-technology. Carrying quad Pulse Lasers for close range engagements and quad Javelin Missiles for long range fights. Don't let the name fool you -- the Thor was a rather ho-hum machine compared to the classic Thunderbolt. With Null Sig, auto-cannon, and an array of LRMs, the Raptor is a fairly capable battlemech for most confrontations. The mech's twin pulse lasers are unimpressive main armament; its auto-cannon and SRMs are more suited for dishing out damage. Deployment: The Catapult is just one of those numerous "enemy mechs" players fight in the campaign. Deployment: Loki mechs are fairly uncommon, if only on certain maps the light mechs with Null Sig do much better. Note that the original Corvis and the Mechassault 2 Corvus are quite different in appearance. The VTOL can then pick up the datacore or flag carrying battlesuit and make an escape while the second battlesuit delays the enemy. History/Overview: Derived from the mechs Marauder and Catapult, the Inner Sphere designation somehow grew more popular than the Clan name for the Timber Wolf omnimech.  -- Tank Smith, mercenary for hire (Mechwarrior). Deployment: Don't use an Owens unless there's nothing else available. With twin PPCs, dual machineguns, and four SRMs, the Mad Cat is the quintessential "battlemech" of FASA fame. For pilots who want more instant gratification, pick the Hackman; but for the sheer pleasure of sticking high explosives on the back of an unsuspecting mech, go with the Kit Fox. When it is available, make the most of its hide and hit ability with your teammates. Try to use one only to scavenge a kill (or steal a kill) from the other players -- the Elemental really doesn't do much for killing power in any match, except against turrets, tanks, and other battlesuits. 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