Mechassault Mech Specs
Atlas
Tonnage: 100 tons
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: Autocannon (x4)
Missile Weapon: Javelin Missile (x2)
Jump Jets: None
Defense/Special: AMS
The biggest and baddest of the nineteen mechs,
the Atlas is a force to be reckoned with. It has the most armor and some of the
deadliest weapons. While most mechs have one strong weapon, a second decent
weapon, and a third weak weapon, the Atlas features three mighty armaments. The
pulse lasers, especially when upgraded, are fast and great for close combat. The
autocannon is a personal favorite, as it can easily tear apart smaller mechs.
The javelin missiles may be our least used, but not least loved. All around, the
Atlas is the big guns. But all that armor and weaponry comes at a price. It's
slow and it can't use jump jets, leaving it susceptible to more agile enemies.
Definitely not a mech to go toe-to-toe with, the Atlas has an incredible amount
of thump. If you love strolling into the middle of combat, taking a pounding and
then blowing up the foolish few who don't run, then you need to slide into the
cockpit of an Atlas.
Belial
Tonnage: 50 tons
Energy Weapon: Pulse Laser
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: None
Drop the PPC cannons, but add twin Gauss rifles
and what do you get? A nice, near-equal alternative to the Uziel. For those who
don't want to charge there weapons, the Belial is a good alternative to its
sister mech. While you lose the PPCs, you will come away with three solid
weapons instead of just two. The Pulse Laser serves as a nice addition and the
Gauss rifle is far better than some piddly machine guns. However, you won't get
the benefit of the Uziel's AMS defensive system, which can draw away enemy
missiles. With no defensive special, it's quite a trade off simply to have three
mid-level weapons. But, as always, the choice is yours. But, uh, this shouldn't
be it.
Bowman
Tonnage: 65 tons
Energy Weapon: Laser (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Hammer Rocket (x2)
Jump Jets: Yes
Defense/Special: AMS
If there's any chicken whose head is worth
saving, it's the Bowman. With the same speed and armor as its cousin, the Bowman
has better weapons and AMS defensive specialty. The lasers aren't bad, but
unlike Pulse Lasers, they take time to refresh. With two machine guns, you have
a bit more of an effective punch up close, but it's still not a very effective
weapon. Instead, nail enemies with your lasers and then blast them to
smithereens with your dual Hammer rockets. The Hammer rockets, as you may or may
not remember, fire straight, but then latch on to a target and after a few
seconds explode. This isn't just for blowing up mechs though. With a delayed
explosion, the Hammer rocket can be a great way to take out enemies with
collapsing buildings and bridges. Hit a bridge, lure an enemy onto it, and then
watch as the Hammer explodes. Sayonara.
Catapult
Tonnage: 65 tons
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: None
Missile Weapon: Javelin Missile (x4)
Jump Jets: Yes
Defense/Special: Target Jamming
Essentially the MechAssault version of a
Chicken Walker, the Catapult (and its variant, the Bowman) has no arms. With its
chicken legs and heavy weapon mountings, the Catapult is a slow beast. With good
armor and jump jets, a lack of mobility isn't too much of a problem. The
Catapult comes to bear with a four-pack of Javelin missiles and a very effecting
Pulse Laser. However, with no ballistic weapon, this is one chicken that you may
not wanna ride (you do like riding chickens, though, don't you?). The Target
Jamming is definitely a plus, but with only two weapons (though both strong) and
slower speed, this isn't the choice among the 65-70 ton mechs.
Cougar
Tonnage: 35 tons
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon
Missile Weapon: Javelin Missile (x2)
Jump Jets: Yes
Defense/Special: None
Compact and fast, the Cougar has jump jets, which
is important for such a light mech. The Puma has a nice assortment of weapons
including it's pulse lasers and an autocannon that packs a punch. The jump jets
are a definitely plus, but having no special defensive power makes it pale
compared to its Puma variant. Without a NullSig or target jamming ability, the
Cougar must stay in motion, avoiding attacks with its agility. Not a good choice
to take directly at a heavy mech, the Cougar can be useful in team play as a
sort of freelancer, widdling down other mechs as it passes by. It's a tough
choice, though, in an all-out deathmatch, because some fool will always pick a
Thor or Atlas and end the fun right there.
Elemental
Tonnage: 5 tons
Energy Weapon: Pulse Laser
Ballistic Weapon: None
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: None
One of our personal favorites, just because it's
so difficult to win in, an Elemental is just a person in an power-armored suit.
They're fast, small, and agile, but they have the weakest weapons in the entire
game. The pulse laser and crossbow missile are pretty insignificant against
heavily armored mechs like the Atlas, but by moving a lot to avoid fire, it's
not too difficult to take out weaker mechs. Elementals are tough to hit as long
as they don't remain stationary. While it's tough taking an Elemental solo, they
are very useful in team play. Or, if you want a challenge, take seven
Elemental's against a Mad Cat or a Thor and see who comes out on top. This is
the one and only time it's acceptable to pick an annoying, high-pitched brat
voice. There's something charming about a group of Elemental's squealing with
delight after they've fragged an Atlas.
Hackman
Tonnage: 35 tons
Energy Weapon: None
Ballistic Weapon: Gauss Rifle
Missile Weapon: Crossbow Missile (x2)
Jump Jets: None
Defense/Special: NullSig
Though Owens and Hackman may sound like the
marquee for some trashy Hollywood effects movie, the mech combo has no relation
to the two actors. The Hackman is a better choice than the Owens, though as the
Gauss Rifle is more effective from a longer range. With no jump jets, the
Hackman must rely on foot speed, of which it has plenty. The addition of NullSig,
allowing the Hackman to become invisible, gives it a definite edge over its
cousin. Go invisible, stalk slowly from the edges of the map, and hit enemies
with your missiles.
Kit Fox
Tonnage: 30 tons
Energy Weapon: Pulse Laser
Ballistic Weapon: None
Missile Weapon: Hammer Rocket
Jump Jets: Yes
Defense/Special: NullSig
While most variants tend to be slightly weaker
versions of the originals, the Kit Fox is actually a much more effective mech
than the Uller. Though it has no ballistic weapon, the Kit Fox has the awesome
Hammer rocket, which shoots straight but does massive damage. But what makes the
Kit Fox a winner over the Uller is its defensive capability. Using NullSig, the
Kit Fox can become invisible. Using power will hinder the effect, so you have to
move slowly and not fire a weapon to stay completely invisible. However, if you
do use jump jets, fire a weapon, or move quickly, you will still remain
transparent and difficult to see from a distance. This makes the Kit Fox a
deadly enemy from far away. Go invisible, charge up that Hammer rocket, and
blast an enemy mech from far away. A great choice for a light mech.
Mad Cat
Tonnage: 75 tons
Energy Weapon: PPC (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Javelin Missile (x2)
Jump Jets: None
Defense/Special: Target Jamming
The Mad Cat has a little less tonnage than the
Atlas, but what it loses in armor it gains in speed. While not nearly the
speediest of mechs, it's got great speed for a heavy mech. There are no jump
jets, but hey you've got two solid weapons. The machine gun, however, is weak.
Even up close these little guns just won't do much damage. Get a ballistic
upgrade and then use the machine gun, but outside of that, stick with missiles
and the wonderful PPC here. Missiles, well, you know what those can do. They
track, they blow things up, they're nice. But it's the PPC that garners the
love. One of the few weapons in MechAssault that can be charged, the PPC
cannons are a terror when fully upgraded. The best strategy is to hold them
charged up as you hunt down a mech, that way you are ready to unleash a powerful
blast the moment they show their metal face. You can then use the Mad Cat's
speed to back off and hide behind a building or other structure, recharge the
PPC and pop around another corner to blast. A few shots from the PPC and most
enemies are toast. You can also switch quickly to the missiles, which offers a
nice one-two punch. If you want a more speed but still wanna be able to run into
combat full-steam, you just found your dream mech.
Mad Dog
Tonnage: 60 tons
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Autocannon
Missile Weapon: Crossbow Missile (x4)
Jump Jets: None
Defense/Special: None
Of the mid-range mechs for today, the Mad Dog
gets our pick. As fast and well-armored as the Vulture, the Mad Dog has much
better punch. No, it doesn't have jump jets, nor does it have any defensive
specialties, but that won't stop you from kicking ass. All three weapons are
strong, with the Pulse Laser firing quick and doing plenty of damage after an
upgrade, the Autocannon slow to refresh but damaging when it connects, and the
four-pack of Crossbow missiles which can easily jack up even the most powerful
mech. The true power of the Mad Dog is revealed with upgrades. A single upgrade
on the missiles will make for one of the best smacks in the entire game. And
upgrade a second time for true power. With two missile upgrades, we were able to
take out an Atlas and a Thor (yeah, both were coming down on us at once) in
under a minute. Now that's some might.
Owens
Tonnage: 35 tons
Energy Weapon: None
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: None
Defense/Special: Target Jamming
One of our least favorite mechs, the Owens has no
energy weapon, limiting it's arsenal variety. Further, it has a fundamental
design flaw. The machine guns are pretty good here, but these are meant for
close combat. But you won't survive too long bringing an Owens face-to-face with
one of the heavier mechs, making those machine guns sort of pointless. The
target jamming will help, since it keeps missiles from locking on to you, but it
only works if you're gonna keep moving. Stay on the move, try and avoid trouble,
and pound mechs from far away with your missiles. Otherwise you'll be in the
scrap-heap in no time.
Prometheus
Tonnage: 100 tons
Energy Weapon: Laser (x3)
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Hammer Rocket (x2)
Jump Jets: None
Defense/Special: AMS
The variant on the Atlas, the Prometheus has a
little less armor, but packs a different kind of punch. The triple laser is a
nice touch, but takes a bit of time to reload. No, where the Prometheus kicks
ass is with the Hammer rocket. The Hammer shoots straight, can't track, but when
it does hit, it actually attaches itself to the victim. A few seconds later, the
charge overloads and does some major damage to the victim. Effective and it
looks suh-weet. Like the Atlas, Prometheus has an AMS defense. This releases a
heat flare near the mech, which attracts heat-seeking missiles. It refreshes
slowly, but is a great way to avoid several loads of incoming missiles. Of
course, the best way to avoid taking fire is to frag every mech in your way with
that sweet Hammer Rocket. Not as good as the Atlas, but the Prometheus is a nice
change of pace.
Puma
Tonnage: 35 tons
Energy Weapon: PPC
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: Yes
Defense/Special: NullSig
Oh, thank goodness for variants. If there's one
light mech to choose, Puma is it. Fast, decent armor, some fine weaponry, and
the beauty of NullSig make this cream of the light mech crop. We've already
expressed our love for NullSig and PPC and the two combined make for a wonderful
partnership. Though the machine guns are a bit weak, the Crossbow Missiles
refresh quickly, giving you a solid arsenal for such a fast mech. Going
invisible and charging your PPC is one of the most effective bushwacking
strategies in
MechAssault, but that's not the best. On a city level, wear down a
skyscraper and then go invisible. Charge the PPC and wait for a mech to pass by
the building. Totally unaware you're there in hiding, the fool will be easy
fodder to a toppled skyscraper. Instant death. We've seen two Puma's make easy
work of an Atlas on more than one occasion. Sweetness.
Summoner
Tonnage: 70 tons
Energy Weapon: Pulse Laser (x4)
Ballistic Weapon: Autocannon (x2)
Missile Weapon: Hammer Rocket
Jump Jets: Yes
Defense/Special: None
Like the Thor in most respects, but the Summoner
has no defensive abilities. The four-gun Pulse Laser can be deadly and the dual-autocannons
can cause some damage. Of course, we love the Hammer rocket. If you like the
idea of the Thor, but want to enjoy battles from a further distance, the
Summoner is a quality alternative. Though the autocannons are slow to refresh,
those with good aim and patience can easily wear down their opponents. And if
you do have to get up close and personal, you still have the Pulse Lasers to
save your metal ass.
Thor
Tonnage: 70 tons
Energy Weapon: Laser (x2)
Ballistic Weapon: Machine Gun (x4)
Missile Weapon: Crossbow Missile (x2)
Jump Jets: Yes
Defense/Special: Target Jamming
Looking like the younger brother to the Atlas,
the Thor packs a thunderous whallop. The lasers are good, but again take time to
refresh. And dual crossbow missiles are always powerful. But the thing that sets
Thor apart from all other mechs is that this is the one mech where machine guns
are deadly. With four machine guns blasting at once, the Thor is a deadly foe up
close. If you try and widdle down enemies with your missiles and lasers, you
will never make it far. Use your armaments to your advantage and surprise your
foe by busting them down with your rapid-fire machine guns.
Timber Wolf
Tonnage: 75 tons
Energy Weapon: Pulse Laser (x2)
Ballistic Weapon: Gauss Rifle (x2)
Missile Weapon: Crossbow Missile (x4)
Jump Jets: None
Defense/Special: None
The Mad Cat variant, this is a smart choice if
you dig on the Mad Cat design but wish the weaponry were different. Though the
Timber Wolf lacks the sweet PPC cannons of the Mad Cat, it doesn't suffer from
having a weak ballistic weapon. All three weapons are solid, though none are
overpowering. This is for those who still wanna be the brute in battle but need
more balance in their attack. The real advantage here is that any power-ups you
find in battle will serve you well, because they will turn any of your three
mid-level attacks into a stronger threat. The real drawback here is that the
Timber Wolf has no special defensive capability. Not on the top of our list of
mechs to hop into, the Timber Wolf is still worth a try, if nothing else so you
can say you've driven one of everything.
Uller
Tonnage: 30 tons
Energy Weapon: Laser (x2)
Ballistic Weapon: None
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: AMS
Weak but quick, the Uller isn't one you want to
take head-on into combo. With some of the piddliest weapons in MechAssault,
you've got to use some strategy when taking the Uller into combat. Both its
lasers and missiles are ideal for long-ranged combat, which is where it's best
used. Keep on the move, staying away from the slower mechs with short-ranged
weapons. Though it will take quite a few shots to take down opposing mechs, a
frag is still a frag. Best used as a compliment to a team with some heavier
mechs, this is your mech if you want to run around shooting mechs in the back,
hiding behind obstructions, and sniping enemies from long range.
Uziel
Tonnage: 50 tons
Energy Weapon: PPC (x2)
Ballistic Weapon: Machine Gun (x2)
Missile Weapon: Crossbow Missile
Jump Jets: Yes
Defense/Special: AMS
It's been well-established by now that the PPCs
are top on our list of favorite mech weapons. Well, any mech with dual PPC
cannons is especially deadly and therefore a certain fave. The dual machine guns
aren't bad, but they are only for moments when you find a mech pressing the
attack and forcing themselves up close on you. Otherwise you'll want to keep
your distance and pummel enemies with your missiles and PPC cannons. With decent
speed and armor, the Uziel isn't a bad choice, though there are better out
there.
Vulture
Tonnage: 60 tons
Energy Weapon: Laser (x2)
Ballistic Weapon: Machine Gun
Missile Weapon: Javelin Missile (x4)
Jump Jets: None
Defense/Special: AMS
There's only so much weight jump jets can support
and the compact but powerful Vulture just can't get air thanks to it's tonnage.
Though there's no jump jets, the Vulture still has decent movement. More
importantly, it has three good weapons. The four-pack of Javelin missiles is
were it is at. With a good refresh rate and with a lovely plume of smoke emitted
with each shot, the four-pack is one of the better missile sets in the game. And
when you upgrade these missiles, watch out. Streams of missiles will tear your
enemies to pieces. The machine gun is weak (noticing a trend here?), but the
lasers do nicely, though they have a very slow refresh. The missiles will serve
you well enough that the other weapons won't much matter. Add to this an AMS
defense and you've got a good mid-range mech choice.