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- Newsgroups: rec.games.mecha
- Path: sparky!uunet!cs.utexas.edu!torn!nott!bnrgate!bcars267!nbrwh75!jjhayes
- From: jjhayes@nbrwh75.bnr.ca (Jeff Hayes)
- Subject: Re: Questions about Mecha...
- Message-ID: <1993Jan21.200214.6039@bnr.ca>
- Sender: news@bnr.ca (usenet)
- Nntp-Posting-Host: nbrwh75
- Reply-To: jjhayes@bnr.ca
- Organization: Northern Telecom Public Switching, Bramalea Product Tech. S908
- References: <1992Dec8.195657.4626@spcvxb.spc.edu> <1992Dec9.144641.11069@samba.oit.unc.edu>
- Date: Thu, 21 Jan 1993 20:02:14 GMT
- Lines: 144
-
- In article <1992Dec9.144641.11069@samba.oit.unc.edu>, moore@gibbs.oit.unc.edu (Hall Moore) writes:
- _]In article <1992Dec8.195657.4626@spcvxb.spc.edu> 4mckenzie_m@spcvxb.spc.edu writes:
- _]>Hello!
- _]>
- _]>#1. Has anyone here ever beaten the arcade game B.O.T.S.S.?
-
- I have never seen this one...
-
- _]>#2. Has anyone actually finished the PC game MECHWARRIOR?
- _]>
- but i have played a *lot* of Mechwarrior. I am adding
- more comments to a digest of the other followups to the
- original posting by 4mckenzie_m@spcvxb.spc.edu
-
- _]Initially, take only
- _]defensive missions, using your jenner.
- This is okay, but not too gutsy. Practice with some
- recon missions (you have to reach the far end) or blocking
- missions (the enemy has to get off the board). These are
- the times that you learn to use the jump jets, and how
- to defend against jumping enemies.
-
- Learn how to land on top of the hills. lets you re-fill your
- jump jets as you shoot LRMs or AC5s at the foe. They can't
- retaliate as they can't close to a range that they can hit at.
- Very limited vertical angle to weapons.
-
- Upgrade to a Phoenix Hawk or
- _]Shadow Hawk and make a few bucks. Then concentrate hard on the adventure
- _]part. You should do a lot of hopping from planet to planet real fast
- _]following up on leads. On each world, check on the contracts and mech
- _]prices.
- Always sell your mechs before you start this phase. it costs
- peanuts to ship you and your hired guns around and zillions to
- cart the mechs around.
-
- Buy on cheap worlds and work on expensive worlds. When you
- Note that Dustball is the Best Place to sell mechs. They will
- even take 2 in a turn most times.
-
- _]locate the homeworld of the Bad Guys (tm), settle down, hire some help (
- I think the best place to settle is in Liao space close to the
- center. They pay okay, but they are the best on salvage. That
- is the second best way to make *lots* of money. (first is above)
-
- it is better to fire your good/fair help when your rep is good
- enough that the game starts offering you Excel/excel pilots.
- Working G/G up to E/E via missions is very tough. Just fire and
- hire new.
-
- _]if you haven't already), any buy a Battlemaster for everyone. Then attack
- _]the Bad Guys.
- but if you want a very different fight go in with a selection
- of lights and mediums. The game will roughly match your forces
- and the fight is more interesting than with all heavies.
-
- _]It is essential that you have practiced head shots on battlemasters and
- _]warhammers before these battles.
- amen!
- _]
- _] In general, take only defensive contracts. They are easier any you
-
- This is true, but you learn no skills. There are ways to win
- every type of mission. You should take at least some extended
- missions for practice before the final one. Buy only 1/2 reloads.
- even the trigger happy never use up a full load.
-
- _]Battlemasters (they are too stupid to use anything but an assault or heavy
- _]mech). For the final battle, everyone needs a Battlemaster.
- I agree with the IQ rating - but i think the final battle
- is more fun with mediums. But i play my game in the air,
- lots of jumping.
-
- _]Compaq), I could only hire 2 mercenaries. I later played on another
- _]system (I forget the brand) and could hire 3 mercs. Only having 2
- This is due to the speed with which you follow the plot line.
- If you get right on the trail of the bad guys you will get all
- 3 hirelings. If you poke around till close to the time limit
- it only gives you 2.
- It might have something to do with your reputation rating also.
-
-
- 2) The AC5's range is actually ~2000 meters. If you've got them, when an
- enemy mech appears directly in front of you when the radar's set to 2000,
- start firing.
- To improve this: put the x-hair on the targets head when at
- extreme range. hit the up button 3 times to raise the x-hair.
- go to max zoom, x-hair is gone but fire anyway. Move watch for
- the splash of the hit. adjust you fire till you are on target.
- Move in if there is no hit at all. You will have about 3 AC5
- shots free before a heavy mech is in range to hit you back.
-
- Cheat warning Cheat warning Cheat warning Cheat warning Cheat warning
- about 10 lines below my .sig are some cheater notes that i have found
- out about by hard experience. I semi-hide them for the die-hards that
- want to do it for themselves also.
- --
-
- jeff hayes ESN 333-3894 phone (416) 452-3894
- jjhayes@bnr.ca Northern Telecom, Prod Tech, Bramalea Ont
-
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- I noticed that if i got rid of my mechs, mine and my hirelings',
- traveled to a new planet that had a mech factory (cheap mechs, and lots)
- hired on for a mission, that is, actually accept the mission so the
- bar and travel icons are gone, THEN buy mechs just before launching,
- that you will be offered missions against small or med mechs and can still
- command good money and salvage. If you've got the C-bills you can buy
- all heavies or assault mechs - that make the mission *real* easy.
-
- This works on the final mission as well. I was having real problems
- with my first run at the game. Kept reloading the final battle. Then
- i went back way before the final battle and did some more practice.
- Followed the plan above by accident. Wound up facing 4 jenners with
- 3 b-masters and a w-hammer. Kicked butt. Figured it was an error in
- the program until i had played a lot more.
-
- another cheat) the extreme range firing trick is even better if you
- carefully move in close enough to hit with the ac5 or lrm5 but not
- be close enough to trigger the foe into motion. This only applies
- in missions where you have to reach the enemy base and the foe starts
- out stationary.
-
-
- And another) you can turn planetary assault etc. into defensive missions
- by taking in a force of 1 heavy mech and the rest light or med. Put the
- heavy in ambush behind a big hill. Run your lights way out along the
- edges of the board. The foe always runs straight at the biggest mech.
- but are really *dumb* about getting at it. As they pass the middle of
- the board your lights move in behind and clip them off. Any jumping
- foes that go over the hill get chopped up in the ambush.
-