Powerful Mech Combinations
In the solo campaign, until you acquire an Orion or Thor, you're probably safe to use any of the Mechs you acquire - though don't expect any of these to be powerhouses. Soon, though, you'll gain bigger Mechs and will have plenty of choices. For about the first six missions or so, light Mechs will do just fine in taking out the various sets of enemies. For the middle game, you'll need to switch to a heavier, more fortified Mech like the Orion or Thor. As you approach the end, you'll start to acquire heavy Mechs like the Sunder, Daishi and Cauldron Born - don't hesitate to sample them as well.
The Mech Lab can be accessed before any mission - experiment with Mech combinations. If you don't get your hands dirty around the seventh mission, you'll begin to have trouble completing the game. You just can't stay in those small Mechs for very long. Load your Mech with the type of game you prefer. ER PPC and ER Large Lasers work best for the player who wants to snipe. Autocannons, Gauss Rifles and a bunch of ER Medium Lasers are just right for the player who prefers close-quarters combat.
Important Equipment
Most players only concentrate on the amount of weapons they can stuff onto their latest Mech design and forget the important equipment items that can change the course of battle. Below are some items you can mount on your Mech and a few strategies for each.
Jump Jets
They don't really take much room on a Mech, nor do they get in the way of weapon and ammo critical points. If the mission is underground, you probably won't use the jump jets that often. Outdoor missions are where the jump jets can be quite useful. One of the best uses is to get to areas you normally can't. Many maps have little hills or plateaus that are great areas for sniping at other Mechs; these often can only be reached by jump jets.
Anti-Missile System (AMS)
With the amount of missiles that enemy Mechs fire at your torso, it's probably wise to mount some sort of defensive measure. Missiles don't do major damage, but after successive poundings from LRM 20s, you'll begin to see the importance of a countermeasure. Take the AMS with you on some of the Operation 3 and Operation 4 missions where missile-firing Mechs are plentiful.
Artemis IV Fire Control System
Enhances the tracking ability of missiles. If you prefer long-range missile combat, this is a must. Use this with the targeting computer (so you can target a specific area of the Mech) and you've constructed a powerful long-range combination.
Beagle Active Probe
Beefs up your sensor range, allowing you to see even Mechs that are shut down to avoid detection. While not vital, this does give you an idea of the opposition you'll soon face. With this knowledge, you can plan your move, whether it be to try to go around the enemy Mechs, snipe from long range or get in a good position to charge and destroy.
Targeting Computer
As soon as you salvage one of these useful items, mount it on your favorite Mech. The ability to target areas of the enemy Mech, plus the addition of the "lead factor" targeting window, make the targeting computer a must have for both close-range and long-range fighters.
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