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.