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I used to be athiest until I realized I was God.
I would love to see a run of this. My advice is surely none of what the better players can offer you, but I played a good amount, and have a couple observations:

-missles have the highest damage/heat ratio, and if you're precise enough, ammo shouldn't be a big factor. I'm guessin heat will be more of an issue than cargo space.

-Arms are stupid. There's no reason to mount weapons in there, so you may as well strip the arms of armor as well. This should help weight.

-I would imagine a speedrun would almost play like a rail shooter, setting the mech on course for the objective while using the torso rotation and cursor to deal with threats.

That being said, I would prefer a run on higher difficulty, although of course I would watch it either way. I beat the game on hard and don't remember it being that difficult, but not iwth a speed strategy (it involved a lot of overheating and powering down)
Never give up!
Hm.

I hadn't given much thought to stripping armor.  From the arms, fine.  I'm very hesitant about stripping armor from anywhere else though, because if any part besides the arms gets destroyed I've failed the mission.

....though since it would be a segmented run, I think I can get away with it.

I prefer to use heavy mechs and speed them up for the most part, even though I do plan to use a Sunder as soon as I can get one.  For me the Annihilator is too tall.  MASC is definitely in my plans from Operation 2 onward (I don't think you can get one before the end of Operation 1).

Those times were actually with full armor and things like that, so the times probably are improvable with just that change.


Siyko: What I seem to remember is that heat management is a BIG problem on higher difficulties.  So if I did switch to High difficulty, yes, I would use missiles in a heartbeat.

The problem with using them in other difficulties is that, from what I remember, they are some of the slowest-firing weapons around.  On lower difficulties, pulse lasers have a better damage/time ratio, at least when you have several of them (and always mediums, never large ones).  Plus I have this tendency to play a 'legger' style (shoot the legs and only the legs, since shooting off the leg of a mech stops them), and without a targeting computer (I'm not sure offhand when I get those for the first time), missiles can't be used for that strategy

I beg to differ on your point about arms, though.  Even with the larger mechs it's a challenge to put the strongest autocannons (used in the final couple of missions in these cases, although I'll re-evaluate their use) anywhere in the torso.  On missions where I don't use those kind of weapons at all, sure, I can strip the arm armor off entirely.
I used to be athiest until I realized I was God.
mech configuration counts towards total time of course, right? That adds another dimension of whether an upgrade is worth the time it takes to swap it...

I'll yield on those points Aquatiger, espeically since I haven't played the game in years.. (although now I am hunting down the CD ;))

Leg shots are definetly teh way to go, but I wouldn't think killing speed should be that much of a factor, especially on easier difficulties. You're still going to have to be moving between navpoints, and the weapons have fairly long range compared to movement speeds.....

but this is all really pointless to anyone who has played the game recently. This game is easily my favorite of the series (the level briefs are so well done it makes me wnat to barf) and I hope it turns out well.
Edit history:
AquaTiger: 2007-10-09 01:04:18 am
Never give up!
Okay, I played around with this game a bit and here's what I've determined:

Mission 1 Op 1 may be impossible for me to match yet.  When I do the official run I will try my damnest to do so, though.  Equipment's always the same so I can't do anything there.

Mission 1 Op 2, though, is improvable by quite a bit.  However, I keep getting victimized by a glitch that makes the second missile platform disappear.  I found a way to fix the glitch, but if that glitch kicks in I'm going to be hard-pressed to beat that time.  A lot of the enemies actually NEED to be killed because of the nature of the first objective (I only leave the Owens and the two Bulldogs alive), so a fast engine doesn't actually help much.

Mission 1 Op 3 is DEFINITELY beatable.  I just send the MFB right at the start.  From there I can't really speed it up much, except maybe taking out the last two turrets quickly.

In Mission 1 Op 4, heat management is critical to a good time.  That or we override it constantly.  Another tough one.  I could shave some time with a more focused approach, but right now I NEED the Orion.
I'd like to throw in my own opinions about this.  I'm a former saKhan of the top-ranked Clan Jade Falcon from the MW3 Starlance League and MW4 Vengeance League; I feel I'm qualified to make a few points.

1. Missiles have a big disadvantage in this game in that they require an Artemis IV FCS (Clan version: 1 ton, 1 crit) and a Targeting Computer in order to target specific parts.  That's not worth it, considering how slow missiles are to kill.  And if you factor in the fact that 'Mechs often move and turn around, you'll take forever to kill 'Mechs.  Owning vehicles and static targets just isn't enough to justify it.

2. Since we're running through on the easiest difficulty setting, you can likely get away with leaving the arms completely unarmored and going halfsies on the legs, which the PC doesn't seem to focus on.  Leave the head unarmored, too, because cockpit shots by the PC are very rare.  If you have extra points left over from a half-ton of armor, obviously use them, but don't get rid of a half-ton of armor if it will leave your center torso underprotected at all.

Furthermore, you can likely get away with seriously skimping in armor until Op 2 Mis 1, when you have to make sure you can deal with that Thor.  More on this later when I go mission-by-mission, aided by my Prima Official Strategy Guide.

3. Remember, you don't have to kill everything, just everything that threatens you.  If you lose an MFB, you should restart a mission, but you know that.  Beeline towards everything that needs to be killed, take out targets of opportunity for extra salvage, and damn the secondary objectives unless they're in your way.

4. Bigger 'Mech + MASC = Faster run.  The extra torso and leg armor native to the heavier 'Mechs will protect you better, and since you'll be tweaking this to take the minimum stuff necessary, they should be the fastest things available.  Furthermore, in the later missions, you'll be spending a lot of time mauling things, and an Annihilator is about the only thing with the tonnage to avoid a time-costly circle fight.

5. If you're so uncomfortable with the first-person view of the Annihilator, consider fighting in third-person-high.  It takes some getting used to, but you'll avoid that issue as the camera is set the same way for all 'Mechs.  You'll also have a far better view of the battlefield, and therefore much better situational awareness.

6. Legging is the way to go, and autocannons should never be necessary.  Please believe me when I tell you that a large group of Medium Pulse Lasers and two to three Clan ER-PPCs is by far the most potent, quick punch you can get.

7. I am PRAYING that configuration time doesn't count here, or you'll have to save all the configurations you expect to get for every 'Mech for every lancemate for every mission.  If you do that beforehand, you'll be spending very little time in the 'Mech Lab, thus making timing negligible.

8. I keep getting the glitch with the Missile Platforms in Op 1 Mis 2, as well!  If you've figure out a workaround, please share it, as I can't seem to crack it.

9. A note on heat: You have to add 10 Single Heat Sinks, bringing your total to 20 (10 added + 10 built into the engine) to make the 'Mech as heat-efficient as it is with only 10 Double Heat Sinks (all built into the engine).  That means the second you get a double heat sink, strip all the singles out and put it in.  You'll love the benefit.  Also, put heat sinks in the legs first.  That way, they won't take up valuable weapons space, and you'll get a bonus effect if you're ever in the water.

Now, I'll go through things blow-by-blow.

Op 1, Mis 1
Unless using the road is faster than going over the sand (I can't recall if it is), the fastest route is to beeline for the bridge, ignoring the APCs  and taking the SRM turrets with LRMs.  If you can manage an ERLL shot from the water (so the heat effect is negated), do so.  Immediately train your LRM-5s and ERLL to the Comm Center, adding in the AC-10 when you're in range, and switching rapidly between all these until the thing falls.  NEVER STOP MOVING, flush coolant as soon as heat starts to slow you down, and then take out the SRM turrets with your AC-10 and LRMs, as you should be close enough to do so.

Op 1, Mis 2
Strip the armor from your arms and head, go half on the legs and side torsos, move your lasers and AC-10 with ammo to the torso, and max out your speed and heat sinks.  Take potshots at the APCs at the Barracks as you go, run through it, and then turn to the missile platforms and annihilate them.

Op 1, Mis 3
You already have this one down.  Send the MFB out at mission start, and you know the rest.  You probably have some more lasers and an AMS, which should help steady your aim as the SRMs throw volleys at you.  The Medium Pulse Lasers (MPLs) you're collecting are valuable.

Op 1, Mis 4
Again, nice and easy.  Make Dom your distraction as you rip through everything with your MPLs and AC-10.  Salvaging the Orion is obviously important, but it's possible to keep going without it.  But you wouldn't ever do that; it's less fun!

Op 2, Mis 1
With the Orion in hand, taking only half the leg armor to the Thor-C is reasonable but still dangerous.  I say you do it and save on some tonnage.  The MPLs, Gauss Rifle, and MASC should be fine for you, and Dom will do well in the SCat; it's a better 'Mech than the Bushy.  If it isn't already, make sure to switch the SCat to Double Heat Sinks (DHS) by putting one in and then taking it out.  Do the same on the Orion.  Also put Clan CASE wherever you have ammo, just to be safe (Inner Sphere CASE is not worth the half-ton).  After set-up, this mission is simple run-'n'-gun.  MPLs will make short work of the Elementals, and legging the Thor will be awesome.

Op 2, Mis 2
I'd take the Thor for yourself and give Dom the Orion.  Take the MASC for yourself, and do the usual weight-saving stuff.  You want lots of weapons here and the extra tonnage will be important.  I recommend going with a full loadout of only lasers (mostly MPLs) ALL IN ONE WEAPONS GROUP and heat sinks for yourself, while Dom gets the Gauss Rifle and AC-10, along with whatever lasers you can give him.  This will let him do damage and kill static turrets, but you'll finish things off quickly with the laser group.

Let Dom deal with the SCat while you leg the Orion; not only will having Dom take the Orion with you not save much time, but it will let the SCat go after the MFB.  Leg the SCat immediately afterwards.  Then, head DUE NORTH to Baker and take out the Elementals and Firefly while Dom takes out the turrets and HQ.  By this time, the Bushy and the Truck Convoy should catch up to you.  Let Dom start with the Bulldogs while you leg the Bushy, then finish off the Bulldogs and finally destroy the trucks.  (The convoy is a secondary, optional objective, but you need the salvage and the Bulldogs and Bushy will be firing at you from behind for the rest of the mission if you don't.)

After that, go into view of the docking station at Able and sic Dom on it.  While he takes care of that, head at full speed towards the exit at Charlie, legging the Black Hawk and Orion as you go.  Exit at Charlie.

Op 2, Mis 3
The Donar are annoying, but not really a threat.  A big group of MPLs and MLs, like last time, will work well when coupled with a pair of ERLL for softening things up.  This mission is a very straightforward run-through-stuff sort of thing.  Just make sure you can salvage the Clan ER-PPCs and Clan Double Heat Sink off of the Puma.

Op 2, Mis 4
You need two things for this mission: A pair of Thor and a lot of MPLs and MLs.  The ER-PPCs are useless in such a close-range environment with such fast 'Mechs.  In fact, forget everything else (even the MASC is nearly useless here) and just give yourself all the MPLs you have and round out the rest of your weapons with MLs.  Give Dom all the other MLs, and if there's space, the AC-10 (the LBX-10, if you salvaged it from the Champion, would be a lot better).

IMPORTANT NOTE: Unfortunately, your lancemates like to use Linked Fire a LOT.  That means that groups MPLs are useless to them.  They'll do very well with PPCs and MLs, though.

You know what to do in this mission: Run through the whole cavern, legging everything you see.  This will be easy.  When you find the Annihilator, LEG THE DAMNED THING.  Sic Dom and Epona on the Puma, and leg it once you've legged the Annihilator.  You want all the salvage you can handle from this gold mine.
b]Op 3 Mis 1[/b]
You're getting new loadouts.

YOU: Annihilator, Clan Ferro Fibrous armor (none in head or arms, half in legs, full in torsos), XL engine as high as you can make it, Endo-Steel internal structure
Head: Targeting Computer
Legs: One Clan Double Heat Sink each
Torsos: One Clan ER-PPC each
Left and Right Torsos: Four Clan MPLs each, the MASC (on one side), and as many Clan Double Heat Sinks as you can fit; if you have space and tonnage, add in some AMS for protection
Arms: Clan Double Heat Sinks until you run out of tonnage or crits

Weapons groups: Group 1 will be 3 Clan ER-PPCs, group-fired.  Group 2 will be 8 Clan MPLs, group-fired.

If I can get my copy of the game running, I'll give you an EXACT loadout for the Annihilator, tweaked to within an inch of its life.  It will be completely unstoppable.

DOM, EPONA, and ALAN (when he arrives): The best one-shot weapons you have in your best 70- or 75-tonner.  ER-PPCs and non-pulse MLs work great for them.  You know the tricks to make their 'Mechs.  Never use the Champion because it can't torso-twist.  As soon as it's possible, Dom, Epona, and, when he joins you, Alan, will only use the Mad Cat.  It has the best blend of speed and firepower in the game, and they need to be able to keep up with you to be of any use.  (If your lancemates could use MASC effectively, then they'd get Supernovas and Sunders, but alas, they are idiots.)

For this mission, you will keep running and not stop.  Send the MFB to Charlie, run at the Orion and Strider and leg them, and have Dom and Epona destroy the Laser Turret.    Send Dom and Epona to Able while you leg the Avatar and Strider, followed by the Bushy.  Let your lancemates deal wit hthe HQ at Able while you take care of the laser turret at Baker.  Go through and leg the Vulture and Mad Cat FAST.  Run at them at an angle and leg the crap out of them.  Meet everyone at Charlie; you win the race.

Op 3, Mis 2
Your loadout will never change from this point forward because it is inhumanly perfect.  Your enemies will understand this because they are about to get owned.  Do your best to trigger all the enemies you can as fast as you can, then run in and leg them.  Generally, moving northwest will engage more enemies at once.  Assign one lancemate to their own enemy as a distraction to keep their fire off of you.  Meanwhile, swoop in and leg everything you see in succession: SCat, Mad Cat, Annihilator, Mad Cat, Thor, SCat.  Alan will be of only cursory help because the Sunder Primary sucks.

Op 3 Mis 3
Obviously, the MFB must be sent to Able immediately, whilst you must dispatch the Avatar due west.  Focus everyone's fire on the Striders to the south, but don't chase them, as they'll come to you.  Send your lancemates with the MFB while you snipe away a Strider coming from the northeast.  Rendezvous at Able, having your lancemates start on the Elementals that should have appeared by now.  Get to Able and attack the Owens that appear from the south while your lancemates delay the Avatars and Orion (again, one 'Mech for each lancemate to keep them all busy).  Let all enemies come to you, sniping as they close in, and then leg them all.

Op 3 Mis 4
Your strategy for this mission is sound, and should be improved by the loadouts I've given you.  Be honorable and take out Osis yourself.  I mean, leg him yourself.  I mean, Osis sucks.

Op 3. Mis 5
This is NOT an easy mission, and you have to waste a ton on TAG if your version of the game won't let you just shoot through the door at Charlie.  Check to see if you can get away with that.

An experimental strategy: The loading dock at Dog is optional, but easy to take over quickly; you'll have to experiment to see if the salvage is worth the extra minute or two.  Otherwise, try to ignore everything and just run through the city to Baker, destroying the buildings, before turning to Charlie and blitzing the gate, exiting the mission as soon as possible.  Hell, try doing this with a Mad Cat or even a SCat with a seriously overpowered engine and a pair of Clan ER-PPCs if you're feeling lucky.

Otherwise, there's nothing you can do except blast your way through with the standard loadouts.

Op 3 Mis 6
Run through.  Kill.  Leave.

Op 4 Mis 1
Yep, you're doing this as fast as possible.  These later missions are generally to complicated and brawling-heavy to do anything but what's obvious.

Op 4 Mis 2
Another alternative strategy: Ignore everything.  Send your lancemates to Able to take out the village while you salvage the Daishi and destroy laser turret at Baker.  Exit quickly.  Otherwise,  fight your way through, making sure to leg the Daishi, of course.

Op 4 Mis 3
You will now switch from the Annihilator to the Daishi, which is your new best friend.  Use the same loadout, but you can add another Clan MPL (they should have all been the Clan variety for a long time already, as that seems to do slightly more damage) and/or Clan Double Heat Sink or two if you like, or just dedicate the extra tonnage to a bigger engine.

There's no choice but to brute-force your way through the entire mission, as you have to kill everything you see to be victorious anyway.  Don't cross the river, but parallel it the whole way to Able; this will activate all the enemies in the area and let you mop them up without having to break stride much.  After hitting Able, just keep paralleling the river to Baker until everything is in a smoking ruin.

Op 4 Mis 4
Yay!  Ice!  Ditch at least half your heat sinks and upgrade your engines, because heat is not a problem this time.  You can have a lancemate pick off the Elementals and autocannon turret at Baker while the rest of you deal with the two Mad Cats and Thor; I'd run at them so you can take everything out quickly.  Turn north and run towards the MFB, getting just enough in range to take out the autocannon turret that's shooting at the MFB.  Turn west.  Take out the Thor and Orions quickly, then the autocannon and laser turrets.  The rest is mop-up work: Just make sure that you salvage both Daishi.

Op 4 Mis 5
Loadout from now on: Daishi.  12 group-fired Clan MPLs (the maximum number of weapons you can have is 12); you don't need range, you need immediate stopping power.  MASC is optional because the map is so small.  Clan FF armor, XL engine, and Endo-Steel internals.  No Targeting Computer or AMS.  Plug in Clan Doubles until you run out of crits, then fill the rest in with as much armor as you want and the biggest engine you can get.

You shouldn't even really heat up because of all your heat sinks.  IMMEDIATELY own the core tap at Able and start moving.  Leg the Sunder at Able.  Own the core tap at Baker.  Leg the Sunder at Charlie.  Own the core tap at Charlie.  Leg the Sunder at Dog.  Own the core tap at Dog.  Escape at Echo.  Never stop moving.

Op 4 Mis 6
Keep your Daishi from last mission.  Give your lancemates 'Mechs resembling their previous ones.  This should be cake for you.


I hope this is helpful to you.  I really want to see what happens!  SOOOOOOOOO BADLY!
Some people think they can outsmart me.
I'll throw in $50 for Mechwarrior 2: Mercenaries, Mechwarrior 3, and Mechwarrior 4: Mercenaries. Each.

With just a small catch. You've got to capture everything in the game. Briefings, mech configuration, actual combat, inventory juggling. Bonus points (and by "points", I mean USD cash-dollars to a paypal account) to a run with higher video quality than "normal". I'll even do the encoding of the FRAPS original videos, myself. Complete with FTP account to upload the videos.

If anyone is interested...
Heyyy... wait.. i don't know you. Don't confuse me
Are you suggesting 100% runs? Did i get that right?
Some people think they can outsmart me.
I've no idea what would be considered "100%". The mech combat would take 90% of the game time. I was just saying flip past the briefings. Like on Mechwarrior 2: Mercenaries, there's a little Mercnet blurb for each mission. It'd add a couple seconds to each mission but not much more. I wasn't talking about waiting for the little movies and audio tracks to play -- no way. Just enough that I could follow what was going on.

There's been a few runs where I couldn't even figure out what was going on when I loaded it into Virtualdub and played it frame-by-frame. All the Mechwarrior 4 games give you several choices for the missions. I just wanted a 2 or 3 second pause in there where I could see which one was selected.

Anyway, that offer is still up. I'll see about PM'ing one of the mods to make it "official".
I've been working on running MW2: Ghost Bear's Legacy.  I plan on picking up MW2: Mercenaries as well, but first I want to be really confident in my GBL running.  I got my first deathless run today; total time was just under 57 minutes.

https://www.twitch.tv/mrpopogod/v/95359178

Most of the strategy comes down to "lol infernos."  They're an amazing combination of no heat, low tonnage, high killing power.  I do have to switch off to other weapons a couple of times for specific mission objectives.  And I'd like to be able to do the last mission in a Hellbringer to give me that much more speed in the second to last mission, but I've had rotten luck getting into the ship in the last mission in any condition to fight.  Those laser turrets are incredibly nasty.
I always just friggin' overheat with my new weaponry. I'd love to see a run soon.