From: jjhayes@nbrwh75.bnr.ca (Jeff Hayes)
Subject: Re: Questions about Mecha...
Reply-To: jjhayes@bnr.ca
Organization: Northern Telecom Public Switching, Bramalea Product Tech. S908
Date: Thu, 21 Jan 1993 20:02:14 GMT

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















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.
Xref: sparky rec.games.mecha:1375 rec.arts.anime:30113