Tuesday, September 23, 2014

New Category Added

You may have noticed we have added a new category to the menu called Fantasy Mecha. This is for more player involvement with the game. Basically if you could design a mech what would it be? Looks wise, write up stats etc. Even if you just wanted to do a drawing and brief description of the mech and stats to show off. If you could make your own mechanical kick ass machine how would you do it, what would you like to see be piloted in the game if you could design it. (Disclaimer for now this is just for fun, show case your ideas, but perhaps if it is good enough the Devs MAY consider using it in game.)









Submitted by Pat Willis#224534

Advanced Alloys Equipment Review

This chassis part is something our friends at the Hagane Steel Zaibatsu are proud to present.  The culmination of years of aggressive and accelerated direct research combined with an already near-legendary Shogunate metalworking prowess results in this new style of armor for 80-95 ton Huge and BFM class weight division Mecha.

Lightweight, strong and ablative, the Advanced Alloys chassis gives you 4 dodge, a nice 5% increase in laser shielding and improves your mecha's speed by 4.  The one disadvantage is it comes with a 5% ice vulnerability, something easy enough to ameliorate with proper shielding but just to impact test the part on my own, I'd subjected the Advanced Alloys chassis I'd bought to blasts from my Gigus's two Arctic Gales and this is what I found out:  That vulnerability has to do with a structural defect inherent in the unique machining process that Hagane Steel uses... apparently severe and repeated blasts of cold peen the metal out of shape, causing it to reach its ductile-brittle transition temperature.

It's still a pretty good part as far as crystal equipment goes though. The price? You can get one for 1832 Ferrite, 431 Bioptics and 53 Crystals.










Submitted by Mycobacter #712744

Always A Bigger Mecha Fish

Trust me, you've all been there.

In the lower division KOTMs it took the case of pilots whose formations featured wall to wall Fides mechs.  Now that you're a higher level and more elite pilot the case to greet you in these upper divisions is an unrelenting horde of Torrents.  It sounds familiar, right? Wallet warriors, pilots with the financial resources equivalent to several small worlds will crush you, utterly and without mercy using the line upon line of the best weapons and units their money can buy.

If you are a single or even double rainbow specialist the rest of the time, this can be at times somewhat disheartening.

I'd advise players still qualifying division V class in KOTM to win as many of those as they can placing at at least silver medal because after that, all higher divisions are much less forgiving.  The siren song of decent speed and effect weapons that do 55+ damage is a sweet one but if you don't have whole fleets of Niode chewing, smoke belching destruction billowing mecha, you'll be lucky to occasionally place bronze up in King of the Mountain divisions 4 and above.

This observation has lately caused me to refocus my pvp efforts into circuit fights.  The rewards are smaller but it is a great way to amass lots of crystal for essential upgrades and standard parts in general no matter what level you are, regardless of if you place a winning medal.  No offense but with few exceptions, once you find yourself placed in divisions 4 and above for King of the Mountain, the bronze prize weapons just aren't going to cut the mustard.  I more often than not sacrificially scrapping them for niodes to upgrade my premium mechs (although one would speculate that the occasional Death Orchid or other high precision 35-37ish damage weapon thrown to us can on rare occasion have its novel uses late game).









 Submitted by Mycobacter#712744

Monday, September 22, 2014

A Night In The Hanger

A keradon comes charging in. "Whoah Keradon! Whoah! WHOAAAAH! When i says WHOAH! I MEANS WHOAH!" Smacks the console, the Keradon stops hard, cockpit opening, causing him to go flying out a la Yosemite Sam only to slam into a wall and slide down mumbling about a stupid mech.

Tinkers with the twin main guns of an Orcus class mech, the weapons in question being two Scarlet Scalpel class beam canons, carefully matching the firing angles for adjustable convergence point capability during combat, gently woring the conductor filaments and crystal prism lenses to give the weapons optimum firepower.

A loud KERRZAP is heard followed by a "YYEEEEAAAOOOUCH!" and him falling off the mech's back, thumping onto the floor on his back, groaning as he sits up, hair frizzled out like Doc Brown's."Uuuuuuuuuugh. And remember! if you're driving home tonight, don't forget your car! Goodnight!" falls back to lying down with a loud thump.














Submitted by Jean-François Masson #783630

Stim Packs Advertisement


For when video's just wont do.....you need that special flavor that 's only a click away.......we proudly bring to you mecha galaxy stims......available to all pilots with FB. Bella & Tory leave you feeling unsatisfied....battle weary from taking tonnage all night....don't despair......stims will make everything better. Now with a 99% satisfaction guarantee Bottoms up, bottoms up! Stims. Not recommended for use in Vupa as exposure to gasses may have an adverse effect.











Submitted by KiloTone Recoil # 637457

Sunday, September 21, 2014

Clan Wars XVIII Fast Approaching

Clan Wars is right around the corner, hope your clan is ready. This Clan Wars isn't going to be as annoying as the last given it is allowing for specialist positions but it isn't full of them. This war allows for a couple of specialist positions per clan in the ranks to fight, but the rest can be unlimited. That alone should cut down on a lot of complaints, and do away with  trying to come up with a formation for every available specialist position to fight with.

The big deal about this Clan War is the face off between the top two clans, Northwind Highlanders and Cyberstorm. Both have had weapons in the shop lately bearing their clans names and further hyping the excitement around the upcoming battle. This CW out is even named "Showdown" in honor of this epic battle and contains the following rule set.

Division 1:
Cyberstorm vs Northwind Highlanders
Three Round Showdown
Members of each clan will get a free "Clan Weapon"
The winning clan's weapon will have its stats increased after the tournament.

All other divisions:
Divisions set by average level.
Divisions with 8 clans will use swiss-pairing, Divisions with 4 clans will use round-robin.
Up to 2 specialists per clan, optional.

Division 1: Showdown
Round 1: Everyone must be a specialist. At least 8 different types of specialist per clan.
Round 2: Single Rainbow (for everyone in Division 1)
Round 3: 1500 Total Tons

For Clan Wars XVIII, clans may optionally have up to 2 specialists.
Specialists are not required.

Each clan can have Zero, or One, or Two specialists.

If a clan leader assigns more than 2 specialists, the specialties will be deleted for all but 2 clan members.

(Rules are different for Division One)

    A specialist uses certain rules for battle, similar to the King of the Mountain events.

    For example, if someone is a 20-Ton-Max specialist, their battles will only use Mechs 20 Tons and under.

    Clan leaders can assign any clan member as a "specialist" once registration begins.

    Any clan-war attacks on a specialist will be fought under the rules of that specialist.

    Defender always sets the rules.

    Specialist rules only apply for battles that are part of an official Clan War.

    Clan specialists will be locked when signups close.
    Clan leaders can change them until then.

    Multiple members of the same clan can have the same specialty.

    Not everyone has to be a specialist.
    Anyone who is not, will defend with normal "unlimited" battles.

    During a war, specialist types will be publicly visible to everyone.

    After attacking someone in a clan war, you cannot be attacked in that clan war for 2 minutes.
    In the final hour of each battle, this will be reduced to 1 minute.

    Available formations have been increased to 26.

    As usual, clans must have 8 or more members to join the tournament.

So there you have it folks the breakdown for the war rules. Does this majorly effect other clans ? Not so much really but the hype as usual surrounds the top two clans in division 1. So load up, fight your battles, and worry about your own division. Chances are you'll hear about division 1 no matter if you want to or not.













Submitted By Pat Willis#224534

Mecha Origins: The Red Ant

The Red Ant is one of the oldest human designed mecha you'll find still in active service within fleets.  It was believed to have been pioneered at the start of the Post Earth age and the blueprints were credited to a Hegemony Engineer back in 3087.  A relatively compact unit, Red Ant mecha weigh merely 10 tons making them the lightest of the light weight class division mecha.  They specialize in laser weaponry and possess an integrated on board preinstalled engine which cannot be replaced (it's a light and efficient one that grants a speed boost of +10, which isn't horrible but is a limiting factor). 

At later upgrade levels they begin to have built-in native shielding.  Expansion slots for equipment remain pretty spartan on this little guy.  You can at level 28 unlock a chassis slot which chances are you will use for Reinforced joints, although you could if you really wanted to use it for light torso plating or one of these two light weight premium chassis options: Improvised Jump Jet or the Hip Actuator.  Point is that dodge slot is going to be practical and overwhelmingly used to add some much needed dodge ability to your Red Ant.  You'll have some cockpit and shielding placements become available to you at later upgrade levels and by the time you upgrade a Red Ant to level 90 it will have the nearly insane boost of 95% increased laser damage

Right out of the box your Red Ant comes armed with just one Viper Laser, the weakest of all laser weapons (so weak in fact that it isn't even a crystal weapon, costing just 10 Ferrite and 8 Bioptics).  Don't fret though, the sheer amount of other lasers which will become subsequently available to you for purchase is staggering.

The ultimate grunt, this useful pawn is most often found being used as a front line infantry mech and at the super low cost of 125 Ferrite and 125 Bioptics, no wonder.









Submitted by Mycobacter#712744

Saturday, September 20, 2014

Portrait Of A Tyrant Out Of Time

For all Drochah oh-Thyehgr's threats of our impending doom and swearing that he will be the vehicle of our annihilation, I detect the current of an underlying deep seated insecurity.  This blustering and repeated emphasis of his vast superiority as compared to us must mask his feelings of inadequacy where at the end of the day he realizes that hey, he's the last of his kind.

From what is known by us about Forebearer civilization, as details of their history emerge, towards its waning days certain warlords looked to other dimensions and timelines for a desperate solution to try and extend their influence in defiance of the natural cycle.  How dare they, the mighty Forerunners be faced with a decaying civilization? This could not be so!

Drochah's desperation becomes evident if you look at his tactics. According to the cyberneticized former space pirate Jonathan Judas who'd been transmogrified and integrated with a forerunner then placed in suspended animation by the dying alien, the majority of Forerunners had already banned use of Niode gates in order to purposely "time-travel" during their great War in which they wiped themselves out.  Knowing your own species' extinction event is fixed and unavoidable and that at best the most you can do is shift it towards a different date to offset things, Drochah undoubtedly feels a severe drive for personal survival.

In fighting him the first time, my clan realized he was not nearly so super invincible as he made himself out to be in his propaganda (I also managed to come out of it not just alive but with an Ignis for my trouble).  Perhaps the reason he had recruited thralls to act as his heralds was at least partly out of loneliness from a solitary existence.  I cannot imagine what it must feel like to have been alone for thousands of years.  His command mech, a towering laser powered metallic theropod in emulation of the form of a Tyrannosaurus  is definitely an attention getter.

I won't pretend that I know a whole lot about how the Forerunner brain works but with the core understanding that both sapiens and pro (sp.) are part of the same genus at least some of our psychology is going to overlap.













Submitted by Mycobacter#712744

White Knight Weapon Review

This ice weapon temporarily petrifies the surface of enemy mecha by manipulating the organic bonds of their hull material using nuclear chemistry; In a strange way it briefly transforms all substances caught in its beam, altering their composition to that of limestone.  The effects are non permanent but the ramifications obvious and are used to deadly effect, limiting the total number of these which you may have in your fleet to 80 units.

The minimum level to buy one is 64, it does 53 damage and has 99 speed.  As far as crystal weapons go, this one is a bit expensive, costing 1650 Ferrite, 1000 Bioptics and 55 Crystals but it does have a 4% freeze bonus and Slow ability of 1 working to its advantage.

Straightforward candidates to arm with the White Knight are Ice mecha: The Niftel, Freon, Sever and Frigis.  However, you may want to play around with using it on general purpose mecha that do not specialize in any one particular weapon type too in order to see if you hit on an ideal weapons configuration.














Submitted by Mycobacter#712744

Friday, September 19, 2014

Synthmen Revisited

Obedient and free from most organic bodily distractions, these disembodied biocomputers are a variation of some of Dr. Drake's older cloning technology.  He and I perfected the wetware application technique some time ago and though the costs involved in growing synthetic brains of bioptic mesh arranged into ganglia which are trained immediately from the instance of their "births" onward solely to operate mecha remains outside the normal budget of most fleets, the novelty and adaptability of Synthmen makes them an ideal alternative piloting solution to utilize in high risk environments. The other large benefit to the use of Synthmen is that operating support units piloted by them from the convenience of your command mecha while on the field does not require you to surgically receive any majorly invasive interface integrations.  They communicate to each other and receive orders from you via a flexible and dynamic wireless network which you the pilot securely operates with relative ease through a wearable transceiver chip.  Test pilots of the system and trainers have likened this remote network to a hive intelligent type of "pseudo telepathy" but really it's much less arcane than that.  Now that the governments of certain worlds have begun requesting Synthmen "living" copilot modules to assign duties in tasks their regular pilots are largely too afraid to take on, I'm having to place new Synthmen on back order.

This is a different approach to artificial intelligence... rather than simulating a consciousness via constructing low level digital emulations of an organic brain, we've built an actual brain composed of a hybrid of biological engineering and cybernetics.  Automatically seeking experience with which to base learning, the only body a Synthman learns to associate as its own is the mech you equip it in.  They treat the mecha as an extension of themselves, the mech's sensor equipment their senses, and so on.













Submitted by Mycobacter#712744



Ballistic the Ballista Mecha Spotlight

I've been tinkering with this mecha for awhile and now that I've been promoted to Samurai Mecha's Chief Engineer I think the time is ready to showcase its capabilities...Equipped with a fully functional Battle AI run on three Betrus Processors linked in tandem to assess friends from foes together all spec'd to assist in targeting with its Long Range Sensors, Ballistic is something else.  A Dark Matter Converter, Phoenix Engine and Indefinite Singularity ensure a smooth ride with plenty of auto repair to deal with all the usual battlefield scrapes and dings.  Heracles Fibers, Magnetic Connectors and Shear Thickening Fluid for the Chassis keep it moving strong and steadily and an Energy Aura rounds things out helping to optimize the shielding and auto repair further.  Its shields are three Delta units: Faraday, Thiokol, and Arctic, to deal with Lasers, Missiles and Ice threats respectively.

For armaments, Ballistic doesn't skimp either.  Its bomb bays hold 7 Death Heads, 4 Midas Missile turrets, 5 Magnet Missiles and a Renly's Revenge. It has a speed of 39 which though not great, as an 80 tonner puts it relatively on par with some of the heavy mecha lighter than it.  The equipment configuration I'd devised for Ballistic gives it 46 precision which is nice, yet the 20 dodge isn't exactly anything to write home about.  I would say that the built-in projectile and laser shielding aren't too shabby.  One may note that the mods I've made to this Ballista have upped its freeze (21% >15%) and crit-kill (14% >5%) abilities significantly.  The choice of featuring Heracles Fibers and Long Range Sensors were mainly to grant Ballistic an 11% trample ability, first and foremost. Bonuses these granted to stackable missile damage increases, double and triple damage were a happy accident observed in the field.

I intend to keep tinkering with Ballistic and will have my men collate and annotate findings on the various Ballista load outs we test.  Also of note, Ballistic and Bastion house the culmination of my Synthman copilot technology research.  These two mecha are piloted not by human or android drone pilots inside their cockpits but by the latest generation of custom grown cyborg brain modules instead and together form the automated heavy duty missile portion of my formation's rear line.








Submitted by Mycobacter#712744