Battle Techniques


Lesson 1: Building Basics

Primary types:
The type of suit you use will play a huge role in how you participate in battles. In this section we will discuss the different types of suits.
  • Light Mobile Suit: If you favor speed, flight, dexterious combat, and maneuverability to evade the attacks from opponents make plans on the usage of a light weight mobile suit. These suits are best for those who have enough skill to run in and strike an enemy before they can attack.
  • Medium Mobile Suit: If you prefer heavy firepower with some close-combat and dodging abilites, try making use of a medium mobile suit. Blades and quick firing weapons are important, but your unit will need heavier legs to carry larger weapons which in turn cuts down on maximum speed.
  • Heavy Mobile Suit: Pilots willing to sacrifice speed for sheer firepower should manage a heavy weight mobile suit bristling with massive weapons. These slow moving units must take alot of damage, but their extra armour and astounding fire power more than makes up for it. Double mounted back weapons and even weapon arms serve well. Close combat should never be an option. Remain at range with his type.

* Click on model type for an example of such a unit.

Lesson 2: Basic techniques

Targeting: many weapons target enemies automatically; some allow manual firing. It is important to be able to aim at and hit a target without relying on automated targeting systems. Automatic targeting commences when your enemy moves into range of your FCS (Fire Control Sensor) sensor and into your line of vision. (Although this may be obscured by scenery.)
  • Some targeted weapons, when fired at a moving enemy, will miss thier target the first time. Keep your enemy targeted and fire agian immediatly. The targeting computer adjusts automatically and the second shot will hit.
Strafing: Strafing, or side-stepping, is an important manuever to master. It is easily the most used way to avoid enemy fire.
  • Speed-Strafing: By applying a boost from a suits engines strafing speeds, increasing maneuverability.
  • Dodge Strafing: Dodge strafing is the technique of strafing rapidly side to side. This becomes useful to avoid enemy attacks from such as a machine gun.
  • Circle Strafing: Circle strafing is the most complex ground manuever, involving moving in a circular pattern around one position (usually a foe you are firing at). This technique is vital for destroying ground targets in open areas.
  • Note: Every mobile suit unit completes a circle of a different diameter and at a different speed. The heavier the ms, the wider and slower the circle. Lighter suits can use this advantage to "out-strafe" their heavier foes.
Boosting techniques:
  • Air-strafing: You may employ all the foregoing above ground movements in the air, as well, thanks to boosting. This gives air combat an extra element-height. Thus, you can meet on par with airborne mechs.
  • Override boost: pilots can execute the foregoing airborne techniques far more quickly using the override boost. The OB charges up a suits main boosters and unleashes the force sending the suit travelling at extreme speeds. This can be used only by variable suits and lasts only a few moments. (Airborne units have not need for override boosting). The effects temporarily increase a suits speed by a set factor; In most cases it doubles unless otherwise stated.
Attacking Airborne Opponents: At first you may find it difficult to attack airborne foes. It is simply a matter of locating them in your radar and turning to face them. Enemy suits are a little trickier. When facing bombardment from the sky, strafe away from the action, turn, and search. Alternatively, boost straight up, gainning height over your foe, and attack the enemy in the air. Non Aerial MS units can attack from the sky only breifly and must land before they run out of energy. When they land, be ready for them.

Lesson 3: Ammo and Damage types

Ammo Type: the two differing types of ammunition come in the form of solid and energy. Both have their own advantages and disadvantages. Solid ammo can be used in any inviroment and comes in many shapes; Rifle shells, missiles, and much more but the biggest drawback is the significantl less damage than the energy weapons. Energy ammo comes in just as many forms as it's solid counterpart, are fast, and powerful yet their use is limited; They're unoperable under the waves of the sea and the more powerful variety over heat in normal atmosphere.
Damage Type: As with ammo, thier is more than one type of way to damage a foe. Damage from weapons are numerous and diverse.
  • Solid Damage: This is direct damage, a solid hit agianst a barrier, opponent, or intended target. When sucessfull with a full the damage is at it's max, often times severe.
  • Un-focused Damage: this is the type of damage caused by haze weapons such as flamethrowers. They cause significant damage but for the most part are less effective than weapons that cause Solid damage.
  • Splash Damage: Splash damage refers to damage caused at the periphery of an area-effect weapon (such as a bazooka). Weapons in this catagory cause large explosions that can significantly damage mobile suit units lurking around corners.
  • Internal Damage: Not really damage, this is caused by special devices that frizzle enemy scanners and radars. Jammers and stealth device fall into this catagory.

 

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