Galaxy Wide News, Stories, Reviews, & Current Events in the Mecha Galaxy Universe. All Content is Player Submitted.
Tuesday, October 20, 2015
Sound it out By Melanie Carter#716590
This is something we've been wondering about. With all due respect to our esteemed colleagues in -¯_▀▄█▓▒░, is there an official pronunciation?
Submitted by Melanie Carter#716590
Saturday, October 17, 2015
Game Debates By Ron Frye#879655
A column designed to allow players the opportunity to propose, discuss and debate game mechanics that could be changed or improved to enhance overall game enjoyment, function and optimum performance. Players are encouraged to propose future debate topics, by sending a private message, in game, to "Sgt" Ron Frye, aka Monk Malone.
TOPIC ONE: Player account identity
Recently, Patrick Willis, brought up a topic of debate in the editor's forum of Mecha Galaxy Everyone Is Welcome that initiated a very intense, very informative, and, from an intellectual level, very profitable debate. The topic of conversation was the morality and from a game rules and site principles stand point, the legality, of someone taking over another person's account and continuing play as that person. Now, I want to tell you that the results of this conversation were intensely interesting, and I personally feel that we have barely even scratched the surface of it, so I would like to continue that thread; however, I would like to invite the entire game community to participate as well. That being said, I now open this topic here.
With all of that being said, I will begin the conversation with a simple, yet direct question.
QUESTION: If a player is given another player's account to use when they quit the game, should that account continue to be considered the original character, or should there be a mechanic available in game to rename that character? If so, should the player change the character's name -aka- personality and identity, to reflect the change, and should this change be voluntary or mandatory?
Submitted by Sgt Ron Frye # 879655, Junior Editor, GGEW
TOPIC ONE: Player account identity
Recently, Patrick Willis, brought up a topic of debate in the editor's forum of Mecha Galaxy Everyone Is Welcome that initiated a very intense, very informative, and, from an intellectual level, very profitable debate. The topic of conversation was the morality and from a game rules and site principles stand point, the legality, of someone taking over another person's account and continuing play as that person. Now, I want to tell you that the results of this conversation were intensely interesting, and I personally feel that we have barely even scratched the surface of it, so I would like to continue that thread; however, I would like to invite the entire game community to participate as well. That being said, I now open this topic here.
With all of that being said, I will begin the conversation with a simple, yet direct question.
QUESTION: If a player is given another player's account to use when they quit the game, should that account continue to be considered the original character, or should there be a mechanic available in game to rename that character? If so, should the player change the character's name -aka- personality and identity, to reflect the change, and should this change be voluntary or mandatory?
Submitted by Sgt Ron Frye # 879655, Junior Editor, GGEW
An Introduction to Astropiloting, 19th Edition, Symposium Press By Damien Valentine#885659
...Besides the Digital Age technologies presented in the previous chapter, and the various orbital stations and colonies in the final chapter, three broad categories of spacecraft are used by modern interstellar society. These are considered the only true "spaceships", in any meaningful sense.
The first category, which you as an astropilot are unlikely to ever encounter in the course of your career, is that of the capital ship. Depending on local custom, such ships may be called "frigates", "destroyers", "cruisers", "battle-cruisers", "battleships", or any number of colorful but arbitrary designations. All are essentially mobile defense platforms, weighing over one million tons, and therefore requiring either antimatter- or singularity-based drives to move their tremendous bulk at a reasonable speed. Alert readers will have recalled that one million tons is the median mass of late-Digital space arks, and indeed, those still in service are routinely classified as "capital ships", regardless of whether they are armed. (In practice, virtually all intact colony ships have undergone extensive refits, replacing their engines and using their former habitat or cryogenics decks for "broadsides" of capital-grade weapons.) Even a wealthy planetary system, with all its worlds united under a single government, cannot afford to build and maintain more than one of these behemoths. Only the Three Alliances are capable of fielding entire squadrons of capital ships, typically two or three per squadron, and then only in the most strategically vital systems.
The second category is the escort ship, a term which also covers a broad range of classes. "Corvettes", "cutters", "scout ships", and "mine-layers" are all common appellations. They are distinguished from drop ships by their longer range and possession of a capital-grade weapon (albeit only one), and from capital ships by their smaller size. Because escorts rarely weigh more than 250,000 tons, any sort of nuclear- or ion-based drive can serve their needs quite adequately. In addition to its single capital weapon, all escorts have between two and three dozen secondary weapons, used for point-defense at ranges of less than 100 kilometers. The same weapon systems, in much smaller numbers, are mounted as the primary weapons on heavy Mecha, and include such classic designs as Archfiend lasers, Vadhar auto-cannons, and Chronysis rail-guns.
Finally, there are the clippers, freighters, transports, and landing craft of the galaxy: drop ships. These are blended-wing or lifting bodies which, unlike escort and capital ships, can "drop" from orbit onto a planetary surface. Since they are expected to contend with atmospheres and gravitational wells, drop ships are restricted to primitive -- but ecologically harmless -- chemical rockets, and manageable masses from 2,000 to 200,000 tons. Such small vessels can only accommodate Mecha-scale weapons; Cherenkov Rays are popular among astropilots expecting stratospheric combat, while a squadron of "bombers" equipped with Omen Barrels can pose a serious threat to lone escort ships. The smallest drop ships cost no more than a few squads of heavy Mecha, so both civilian corporations and mercenary companies often invest in a drop ship of their own, rather than chartering a government vessel. Unfortunately, while chemical rockets are sufficient for orbital missions and trips among a planet's moons, they are effectively worthless for journeys of more than one light-minute. Thus, a drop ship's captain must often arrange to dock with an escort ship, and be carried to his destination. Most nation- and planet-states charge exorbitant fees for this privilege, usually in the form of a 10% tax upon the cargo's market value (payable in niodes), or by taking 10% of the cargo itself.
--Sidebar: Capital-Grade Weapons--
Escort and capital ships move at significant fractions of the speed of light. A standard antimatter drive, for example, has a top velocity of 0.5 to 0.9 c (depending on the efficiency of its Penning tanks, the density of cosmic dust in the vicinity, etc.), or 150 to 270 kilometers per millisecond. Such a speed is effectively impossible for even the most advanced fire-control systems to track, at ranges under 1,000 kilometers. The obvious solution, of course, is to fight at ranges between this distance and approximately two light-seconds, which has been found to be a convenient practical limit. (Two light-seconds is a distance slightly greater than the distance between Old Earth and Luna.) This, in turn, requires directed-energy weapons of some kind, as any missile or projectile fired at that range could never move fast enough to reach its target. Traditionally lasers have filled this role, but since the introduction of plasma weapons in the 3100s, designs based on the Helios Forge have become popular, especially in the Illyrian Navy.
The exception to this rule is found aboard mine-layer escorts. Their capital-grade weapon is a keel-mounted mine dispenser, used during the hours before a battle to place thousands of thermonuclear bombs in the enemy's most likely path. If a ship comes within a bomb's detection range without transmitting the proper identification code, the bomb explodes. In effect, the "missile" does not have to intercept the ship: the ship intercepts the missile. Any unexploded mines deactivate themselves upon receiving the appropriate signal from the mine-layer, and use their station-keeping thrusters to gather in one convenient spot for collection and reloading.
Submitted by Damien Valentine#885659
Thursday, October 15, 2015
Wednesday, October 14, 2015
Sunday, October 11, 2015
Gigus Mecha Review By Brian D. Wise#17026
One of the coolest looking mechs to ever land in my team. It is one of the best support mechs for your line that you might not have thought about purchasing. Lets give a detailed overview. Unlike my last review where we looked at the lifecycle of the oggun, this mech is only purchasable after you reach level 50 (it is attainable in raids and well worth getting early on) so we are going to first compare this to the two lesser niode mechs who are similar, the cindron and inferno.
Between the cindron and the inferno, the cindron is the better fire mech damage boost wise as well as it has the less amount of penalties to the inferno. The Inferno however is better all the way around compared to the cindron with more equipment slots, 2x and 3x damage and more weapon slots. compared to both mechs, the gigus has less of a boost to fire damage than either, however it does get a boost to missiles weapons as well as a good boost to splash and trample.
The gigus is the first 80 ton mech you are able to get a hold of. Because of its higher tonnage it has a limited amount of equipment it could access. The equipment it does have access to does benefit it well. the most important thing to note is the 6 chassis slots, this means it can potentially get to over 100 points of dodge. With an exceptionally high dodge it can avoid more attacks and potential deal more damage with splash and trample damage. Its weaknesses are its slow speed which it must rely on its 4 engines to bring its speed up, as well as its 3 shield slots which limits if it does get hit it is more than likely to take significant damage, luckily it can mitigate these some by its natural shields.
The gigus is a great mech to help support your team, remember that its strengths lie in its high potential for dodge as well as its abilities to deal damage all around with splash and trample. So go enjoy this sweet looking beast mecha.
Submitted by Brian D. Wise#17026
Between the cindron and the inferno, the cindron is the better fire mech damage boost wise as well as it has the less amount of penalties to the inferno. The Inferno however is better all the way around compared to the cindron with more equipment slots, 2x and 3x damage and more weapon slots. compared to both mechs, the gigus has less of a boost to fire damage than either, however it does get a boost to missiles weapons as well as a good boost to splash and trample.
The gigus is the first 80 ton mech you are able to get a hold of. Because of its higher tonnage it has a limited amount of equipment it could access. The equipment it does have access to does benefit it well. the most important thing to note is the 6 chassis slots, this means it can potentially get to over 100 points of dodge. With an exceptionally high dodge it can avoid more attacks and potential deal more damage with splash and trample damage. Its weaknesses are its slow speed which it must rely on its 4 engines to bring its speed up, as well as its 3 shield slots which limits if it does get hit it is more than likely to take significant damage, luckily it can mitigate these some by its natural shields.
The gigus is a great mech to help support your team, remember that its strengths lie in its high potential for dodge as well as its abilities to deal damage all around with splash and trample. So go enjoy this sweet looking beast mecha.
Submitted by Brian D. Wise#17026
Friday, October 9, 2015
Special Commentary By Ron Frye#879655 On The Last Posting
Sgt Ron Frye aka Monk Malone, Jr. editor for GGEW here. Just read and edited Deb's fine report above and have a few comments I would like to add. (1. I also am disheartened by the lack of loyalty and devotion that many players demonstrate at this level of competition. This should be a time for bonding and building greater ties of team building and integrity. Instead too often I see the uber elite players hand picking other elite players or potential elite players, like an NFL coach pulling draft picks off top ten colleges' during their home coming games. and (2. I see lesser experienced players, who aspire to be elite, used and abused as canon fodder/sacrificial lambs/hill billy stomp mine detectors (better known as Hill Billy SMD's)....but I also see the groups left behind that do not roll with the uber elite crowd, and nine times out of ten, the members of these groups build a permanent bond that carries farther than merely this one game. And frankly the thought of fighting (A. The uber elite gold farmers ,or, (B. The loyal crew that knows its outgunned but go in blazing anyway, trying take out as many as they can, win what they can, and learn as much as they can......pardon my french, but FUCK, I would love to fight the uber elites;80% of those cocky bastards go down if breath on them the wrong way, but I sure as hell would not want to fight The Loyal Crew.
They got balls, they got anger, they got motivation, and they damn sure don't have anything to lose. I see those guys coming my way.....i put on my most pathetic cripple face and put major arm work into rolling my Emerald Mick arse the fuck out that place. That all being said, I understand both sides in this argument. (1. Side 1, wants to get the uber players, who need uber gear, so that they can efficiently farm it up for their people and (2. Side 2, wants to preserve the integrity of the clan. In most situations this could all be avoided if the parties involved had just taken a more proactive role in planning and implementing the crew movements as the FW units were being put together. These are just my humble views from down here in the gutter, several hundred floors below what the polizei call the "Last layer of breathable air" in our fair city. Down here, even the rats have bodyguards. Saw one yesterday, it was bloody damn mongoose the size of a fully grown dachshund puppy. I'm not touching that rats cheese and you can be damn sure of that.
Submitted by Ron Frye#879655
They got balls, they got anger, they got motivation, and they damn sure don't have anything to lose. I see those guys coming my way.....i put on my most pathetic cripple face and put major arm work into rolling my Emerald Mick arse the fuck out that place. That all being said, I understand both sides in this argument. (1. Side 1, wants to get the uber players, who need uber gear, so that they can efficiently farm it up for their people and (2. Side 2, wants to preserve the integrity of the clan. In most situations this could all be avoided if the parties involved had just taken a more proactive role in planning and implementing the crew movements as the FW units were being put together. These are just my humble views from down here in the gutter, several hundred floors below what the polizei call the "Last layer of breathable air" in our fair city. Down here, even the rats have bodyguards. Saw one yesterday, it was bloody damn mongoose the size of a fully grown dachshund puppy. I'm not touching that rats cheese and you can be damn sure of that.
Submitted by Ron Frye#879655
Commander's Log-NWHL Via 3KH Fraction Wars By Deborah Roaché-Hudak #289133
Wars are upon us once again. Not the usual Clan Wars but Faction Wars were announced. This will be the fourth Faction Wars since the inception. The concept was to have Clans come together and form alliances. The reality seems to have quite the opposite effect. Many crews watch as team mates are hand picked for a Dream Team, leaving behind others not fortunate enough to receive a golden ticket. The idea of having some go off with the best intentions to bring “home” better prizes does not bring unity. Nothing like stacking the deck to ensure a win. Got to hand it to them, sure deals are safe bets. Funny that we'll not likely have betting this war. I wonder how long previous pilots enjoyed the spoils before growing bored and wandering off, may need to look at those statistics some day. Too many things to do so it will have to wait for now, no time for such matters.
For some pilots, the allure of Gold is enough to blind them to the possibility of hidden agendas. Discussions in how all can grow together seem like a dream come true, finally working together for a common goal. Ironic how only the strongest and their friends are chosen, most will head home afterwards with their earnings. I suspect a few many even stay, after being offered a permanent seat to ensure those lost over time have a solid replacement. The rumors of all transfers being endorsed are highly exaggerated, propaganda initiated from the source of the problem, those who do the poaching.
It is apparent my crew was not the only one to have lost men they would have done better with than without. No doubt most have teams who will enjoy the return of those chosen but the free agents will be out there as well I suspect. Hired guns ready to join the crew most likely to succeed. It's a way of life for some, it's worked well so why change anything? Others wonder what good can come from sleeping with the enemy. There's a reason the military frowns upon such matters, to put it mildly.
I recall a pilot long since retired, the history of MK Mathews showed how quickly loyalties can change or be revealed for what they are not. When he joined his leader and teammates to another clan, he found himself booted just before they locked in. He formed his own clan afterwards and Raging Vengeance still fights against the machine. He has retired but the history is not forgotten. Not a unique story but truly a unique pilot.
~note check records for pilot interview
If there's one thing I've learned, every Faction Wars brings a shakedown. There will always be those who must seek Gold at all costs. Some will not go so far but will not refuse the offer of a sure thing either. Few would not even consider such an offer, using history as hindsight. The core group is evident, one only needs to look at the medals to see who fights where. It may be a big Galaxy but not as many places to hide as one might think. One only needs to look at the line up to see who the regulars are. A quick wall check will show the medals earned, where and when. The rest just fill in as needed.
When you know you belong on a team, there are no issues. If you receive an offer and have any doubts, it must be taken into consideration why you were chosen. When other teammates are expected to join, it can be justified they are taking your clan, or a block from it. No doubt what MK thought long ago. Whether or not others knew the plan is unclear. In the end, the damage was done. Most forget history and we are forced to repeat until we learn it seems. Some were not around to witness all that's occurred since FWs first began, hard to come up with the best conclusions when all information is not known.
My men received word about the golden opportunity and a few were excited. An offer too good to pass up dropped in our laps once again. Then news came there were only thirteen seats allotted to us. It certainly was not a merge as much as a collaboration pre-planned with many. I have seen the results from the previous two Faction Wars and did not expect much to change, if anything at all. Unfortunately I was right about that. The number of offers sent out certainly did not match the number given and despite warnings, it was too alluring for a few. As brothers watched, the strongest went off to wars under a different banner. Many crews may have planned to lose their top pilots but some did not. If you know what is coming, and you suspect others do not, you have the upper hand from the start.
Plans are thrown out when numbers start changing. I am not a number cruncher but I do hear the laments and woes as they watch. Many, if not all, will find our stretch humorous. What the numbers don't tell are the support offered. I realize the request was suicidal. Once plans went into the shitter, the point was no longer about chasing Gold. When one can let go, it becomes so much more than one war. One win won't earn that much more in the long run, unless you are always in that one seat perhaps. My brothers and I surprised Division 1 when we took the first FW Gold so it can be done. This is, no doubt, why all the trouble is taken to hand pick only the strongest in the galaxy. Some are shooting for the opportunity to make the challenge no doubt. A few get to tag along but most are more than capable of pulling their own weight.
So much planning is required for any Wars but Faction Wars presents unique challenges. There are new crews popping up all the time as pilots park their main and minis are created for fun. Many relearn what they rushed through the first try and improve their mecha piloting abilities when given a restart opportunity. The biggest concern with that is burn out. Many good pilots gave their all and are now done. Gone from all but the records and history. It's hard to watch but even harder to stop. Men on a mission rarely stop to listen, they are always about action. It is great energy but finding a way to have it be more than short lived is becoming a necessity. Far too few replacements to turn to now, can't keep losing more without major consequences. We've felt the effects for some time already. Things have been stretched thin as is, not sure how much more stress can be managed.
I shall take the opportunity handed to me and pull my men together. We'll laugh and drink instead of playing out some drama scene. They chose to be where they are, we will make the best of the situation and enjoy the fellowship of being all together. When it comes time to raid, the vets can show the new recruits the ropes and lend a hand when needed. They won't need to struggle as bad with brothers as back up instead of those who would claim all the loot. Connections have already been formed, bonds will continue to be made as all see who they call 'brother.' This won't be the last storm we'll weather together, even if it's the first for some. The concept of bringing pilots together has a whole new meaning when you don't look outside but focus within. It doesn't take a holiday or war to get to know pilots from another clan or faction. In fact, you're probably too late if you wait for announcements to arrive about an upcoming one. Some seem to know when that may be so they'll have a head start in the head hunt. I wasn't able to protect my lower ranks the first two Faction Wars but I can certainly see the new recruits do not face what their brothers have for their first encounter.
We may stay the underdog team but we'll always strive to improve. We want Gold, but not at the expense of a brother. We are not mercs but sovereign pilots. We choose to stay together, despite overwhelming odds. It has made us stronger in the past and it will again. Trust has been earned over time. Some of these men have been through hell and back, together. I've been by their side through thick and thin. I hope to have my third surgery before we form for FWs 5 but time will tell. I didn't join a Gold medal team, I joined a Brotherhood. Toys and tangible prizes are fun but what I have is priceless.
~end of transmission

Submitted by Deborah Roaché-Hudak #289133
For some pilots, the allure of Gold is enough to blind them to the possibility of hidden agendas. Discussions in how all can grow together seem like a dream come true, finally working together for a common goal. Ironic how only the strongest and their friends are chosen, most will head home afterwards with their earnings. I suspect a few many even stay, after being offered a permanent seat to ensure those lost over time have a solid replacement. The rumors of all transfers being endorsed are highly exaggerated, propaganda initiated from the source of the problem, those who do the poaching.
It is apparent my crew was not the only one to have lost men they would have done better with than without. No doubt most have teams who will enjoy the return of those chosen but the free agents will be out there as well I suspect. Hired guns ready to join the crew most likely to succeed. It's a way of life for some, it's worked well so why change anything? Others wonder what good can come from sleeping with the enemy. There's a reason the military frowns upon such matters, to put it mildly.
I recall a pilot long since retired, the history of MK Mathews showed how quickly loyalties can change or be revealed for what they are not. When he joined his leader and teammates to another clan, he found himself booted just before they locked in. He formed his own clan afterwards and Raging Vengeance still fights against the machine. He has retired but the history is not forgotten. Not a unique story but truly a unique pilot.
~note check records for pilot interview
If there's one thing I've learned, every Faction Wars brings a shakedown. There will always be those who must seek Gold at all costs. Some will not go so far but will not refuse the offer of a sure thing either. Few would not even consider such an offer, using history as hindsight. The core group is evident, one only needs to look at the medals to see who fights where. It may be a big Galaxy but not as many places to hide as one might think. One only needs to look at the line up to see who the regulars are. A quick wall check will show the medals earned, where and when. The rest just fill in as needed.
When you know you belong on a team, there are no issues. If you receive an offer and have any doubts, it must be taken into consideration why you were chosen. When other teammates are expected to join, it can be justified they are taking your clan, or a block from it. No doubt what MK thought long ago. Whether or not others knew the plan is unclear. In the end, the damage was done. Most forget history and we are forced to repeat until we learn it seems. Some were not around to witness all that's occurred since FWs first began, hard to come up with the best conclusions when all information is not known.
My men received word about the golden opportunity and a few were excited. An offer too good to pass up dropped in our laps once again. Then news came there were only thirteen seats allotted to us. It certainly was not a merge as much as a collaboration pre-planned with many. I have seen the results from the previous two Faction Wars and did not expect much to change, if anything at all. Unfortunately I was right about that. The number of offers sent out certainly did not match the number given and despite warnings, it was too alluring for a few. As brothers watched, the strongest went off to wars under a different banner. Many crews may have planned to lose their top pilots but some did not. If you know what is coming, and you suspect others do not, you have the upper hand from the start.
Plans are thrown out when numbers start changing. I am not a number cruncher but I do hear the laments and woes as they watch. Many, if not all, will find our stretch humorous. What the numbers don't tell are the support offered. I realize the request was suicidal. Once plans went into the shitter, the point was no longer about chasing Gold. When one can let go, it becomes so much more than one war. One win won't earn that much more in the long run, unless you are always in that one seat perhaps. My brothers and I surprised Division 1 when we took the first FW Gold so it can be done. This is, no doubt, why all the trouble is taken to hand pick only the strongest in the galaxy. Some are shooting for the opportunity to make the challenge no doubt. A few get to tag along but most are more than capable of pulling their own weight.
So much planning is required for any Wars but Faction Wars presents unique challenges. There are new crews popping up all the time as pilots park their main and minis are created for fun. Many relearn what they rushed through the first try and improve their mecha piloting abilities when given a restart opportunity. The biggest concern with that is burn out. Many good pilots gave their all and are now done. Gone from all but the records and history. It's hard to watch but even harder to stop. Men on a mission rarely stop to listen, they are always about action. It is great energy but finding a way to have it be more than short lived is becoming a necessity. Far too few replacements to turn to now, can't keep losing more without major consequences. We've felt the effects for some time already. Things have been stretched thin as is, not sure how much more stress can be managed.
I shall take the opportunity handed to me and pull my men together. We'll laugh and drink instead of playing out some drama scene. They chose to be where they are, we will make the best of the situation and enjoy the fellowship of being all together. When it comes time to raid, the vets can show the new recruits the ropes and lend a hand when needed. They won't need to struggle as bad with brothers as back up instead of those who would claim all the loot. Connections have already been formed, bonds will continue to be made as all see who they call 'brother.' This won't be the last storm we'll weather together, even if it's the first for some. The concept of bringing pilots together has a whole new meaning when you don't look outside but focus within. It doesn't take a holiday or war to get to know pilots from another clan or faction. In fact, you're probably too late if you wait for announcements to arrive about an upcoming one. Some seem to know when that may be so they'll have a head start in the head hunt. I wasn't able to protect my lower ranks the first two Faction Wars but I can certainly see the new recruits do not face what their brothers have for their first encounter.
We may stay the underdog team but we'll always strive to improve. We want Gold, but not at the expense of a brother. We are not mercs but sovereign pilots. We choose to stay together, despite overwhelming odds. It has made us stronger in the past and it will again. Trust has been earned over time. Some of these men have been through hell and back, together. I've been by their side through thick and thin. I hope to have my third surgery before we form for FWs 5 but time will tell. I didn't join a Gold medal team, I joined a Brotherhood. Toys and tangible prizes are fun but what I have is priceless.
~end of transmission

Submitted by Deborah Roaché-Hudak #289133
Krampus Mecha Review By Brian D. Wise #17026
One of the best crystal mechs in the game, I kid you not this mech is still useful 35 levels after picking it up and it has been getting better with each level.
The first thing we want to look at is what is its specialty, luckily this mech is a projectile specialist. As you pick this mech up, it will easily become one of those specialist mechs that you want for as many formations as you can put them in because projectile weapons are so much more powerful in the early game and stay relevant from here on out.
Second lets look at its equipment slots. By the time you pick it up it gets 3 cockpit slots, 4 chassis slots, 2 engine slots, and 2 shield slots. This makes it very good at building a dodge specialist which helps you fight longer in those closer fights. Once you get to 50 you pick up the extra shield and engine you need to keep your performance up. After this point it just keeps building up to eventually 4 cockpits, 6 chassis, 4 engines and 4 shields. This is comparable to most niode mechs from here on up.
Its only real problem that it has is that its a crystal mech of 70 tons, this means it will miss out on some of the best gear at 75 tons and up, is this really a bad thing, no not really since unlike a niode mech which will be costly to level, this one is fairly cheap and will last you a lifetime. So when you decided to buy a good projectile mech, think of this one first. it will help lead you to victory.
Submitted by Brian D. Wise #17026
The first thing we want to look at is what is its specialty, luckily this mech is a projectile specialist. As you pick this mech up, it will easily become one of those specialist mechs that you want for as many formations as you can put them in because projectile weapons are so much more powerful in the early game and stay relevant from here on out.
Second lets look at its equipment slots. By the time you pick it up it gets 3 cockpit slots, 4 chassis slots, 2 engine slots, and 2 shield slots. This makes it very good at building a dodge specialist which helps you fight longer in those closer fights. Once you get to 50 you pick up the extra shield and engine you need to keep your performance up. After this point it just keeps building up to eventually 4 cockpits, 6 chassis, 4 engines and 4 shields. This is comparable to most niode mechs from here on up.
Its only real problem that it has is that its a crystal mech of 70 tons, this means it will miss out on some of the best gear at 75 tons and up, is this really a bad thing, no not really since unlike a niode mech which will be costly to level, this one is fairly cheap and will last you a lifetime. So when you decided to buy a good projectile mech, think of this one first. it will help lead you to victory.
Submitted by Brian D. Wise #17026
Thursday, October 8, 2015
My First Love Io The Inferno By Nathan Justin Weiser#817890
My First Niode mech, and one that is still a useful installment in my mecha line up to this day has gone by many names. From the fearsome to the sublime, all that matters to me is that my Inferno will always be with me. Currently named Io, after the Volcanic moon of Jupiter, it has always been able to dish out damage like few other mechs.
I originally received my Inferno during my first clan activity, a faction war alongside the lower leveled Exiles clans. As many did not wish to over level, I gladly ate through much of the raid with the mechs I had available to me, well equipped crystal mechs. The result surprised me greatly as I was expecting one of the more likely results, a fides or maybe even an megazome if I was lucky, but instead I was able to receive this immensely powerful mech.
It began it's life in my line up as a heavy splash mech, slamming the opponents lines with flames and barrages of missiles. It helped me tow the line through many early clan wars. The build called for great chances to create trouble for the mechs on either side of it's direct opponent by employing high amounts of multiplier damage through battle A.I., and shriekers. This allowed me to tear apart whole lines at a time with vicious efficiency.
Through time I found it was somewhat sadly lacking in it's ability to take hits without dropping out too soon to do any hard damage. With not enough chassis or shield slots and a number of bulkier and dodgier mechs coming about as competition, I had to find a new role for my original power house. And that was as an fire artillery. By placing it behind a line of 3 mechs at the bottom in a row of four, I no longer had to worry about keeping it afloat with auto repair and could instead go for an all out assault style. As I grew in level things changed and positions moved, but it still finds its self employed as a great artillery that is able to raze larger, bulkier mechs down to their frames.
To do this, it still employs many Niode equipment, with three battle ai's installed, allowing for its targeting system to locate the next step the opponent will take and to fire walls of flame just as they step into place for maximum damage and pinpoint strikes. It's legs are each equipped with dual untiam actuators allowing for it to skip and dodge around attacks even against the most high level opponents. Surprisingly, at its level, I find that niode equipment simply falls short in the engine department, and instead I have two pebble bed reactors for each leg working in tandem with the untiam actuators, allowing for it to hit you before you can even hope to lock on. And of course it is equipped with the best shields money can buy, allowing it to take the hits its opponents luck into hitting him with. As for it's weapon load out, the most recent Mechalympix found me in a very fortuitous range and I was able to equip it afterwards with mostly jubilee flares and liquid torches, which allow for it to burn its opponents seemingly every time. It is a vicious component of my line up with very much to offer.
For a full view of its capabilities, see the following:
Level: 45 / 45
Armor: 448
Fire Damage + 32%
Speed + 62
3X Damage 15%
Splash 10%
2X Damage 21%
Precision (36)
Dodge (64)
Shield (55)
Proj. Shield 28%
Ice Shield 38%
Fire Shield 28%
Laser Vulnerable 10%

Submitted by Nathan Justin Weiser#817890
I originally received my Inferno during my first clan activity, a faction war alongside the lower leveled Exiles clans. As many did not wish to over level, I gladly ate through much of the raid with the mechs I had available to me, well equipped crystal mechs. The result surprised me greatly as I was expecting one of the more likely results, a fides or maybe even an megazome if I was lucky, but instead I was able to receive this immensely powerful mech.
It began it's life in my line up as a heavy splash mech, slamming the opponents lines with flames and barrages of missiles. It helped me tow the line through many early clan wars. The build called for great chances to create trouble for the mechs on either side of it's direct opponent by employing high amounts of multiplier damage through battle A.I., and shriekers. This allowed me to tear apart whole lines at a time with vicious efficiency.
Through time I found it was somewhat sadly lacking in it's ability to take hits without dropping out too soon to do any hard damage. With not enough chassis or shield slots and a number of bulkier and dodgier mechs coming about as competition, I had to find a new role for my original power house. And that was as an fire artillery. By placing it behind a line of 3 mechs at the bottom in a row of four, I no longer had to worry about keeping it afloat with auto repair and could instead go for an all out assault style. As I grew in level things changed and positions moved, but it still finds its self employed as a great artillery that is able to raze larger, bulkier mechs down to their frames.
To do this, it still employs many Niode equipment, with three battle ai's installed, allowing for its targeting system to locate the next step the opponent will take and to fire walls of flame just as they step into place for maximum damage and pinpoint strikes. It's legs are each equipped with dual untiam actuators allowing for it to skip and dodge around attacks even against the most high level opponents. Surprisingly, at its level, I find that niode equipment simply falls short in the engine department, and instead I have two pebble bed reactors for each leg working in tandem with the untiam actuators, allowing for it to hit you before you can even hope to lock on. And of course it is equipped with the best shields money can buy, allowing it to take the hits its opponents luck into hitting him with. As for it's weapon load out, the most recent Mechalympix found me in a very fortuitous range and I was able to equip it afterwards with mostly jubilee flares and liquid torches, which allow for it to burn its opponents seemingly every time. It is a vicious component of my line up with very much to offer.
For a full view of its capabilities, see the following:
Level: 45 / 45
Armor: 448
Fire Damage + 32%
Speed + 62
3X Damage 15%
Splash 10%
2X Damage 21%
Precision (36)
Dodge (64)
Shield (55)
Proj. Shield 28%
Ice Shield 38%
Fire Shield 28%
Laser Vulnerable 10%

Submitted by Nathan Justin Weiser#817890
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