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Scott's 'Mech Picks



MechAssault® 2: Lone Wolf changed the rules by adding new combat vehicles to the equation. Players are still learning just how powerful the new tank, VTOL, and BattleArmor are, but the game also includes all the old 'Mech favorites and introduces tough new 'Mechs with amazing capabilities. Everyone's entitled to their opinion and everyone picks a 'Mech based on their own strengths as a player, but, for my money, these are the 'Mechs that matter most.


Who's a pretty kitty?

Who Let the Cat Out?
The Mad Cat returns from the first game, and it's still the go-to combat 'Mech of choice. It's a heavy 'Mech with dual PPCs, twin machine guns, and two short-range missile batteries—a weapons set that can go toe-to-toe with any heavy or assault 'Mech out there (especially after you score a few power-ups). Though it won't win many races against light or medium 'Mechs, the Mad Cat does moves faster than an Atlas or a Blood Asp, so you can bring all that firepower to bear when and where you need it. It doesn't have jump jets, but it does pack the Active AMS, which shoots down incoming missiles before they hit. Though it's a straightforward powerhouse, the PPCs and the AMS are spectacular to watch, giving the Mad Cat a little visual pizzazz to go along with its offensive punch. The Mad Cat's PPC takes time to charge and is a beast when it comes to heat production; its machine guns aren't much use until they've been upgraded, and even then you have to be at close range, but these are minor problems that any decent 'Mech pilot can work around. When I weigh the offensive benefits of the Mad Cat against its trifling handicaps, I always wind up going for the Cat.


They'll never see it coming.

Raven the Runner
What Mad Cat is to head-on combat, the new Raven is to stealth and speed. This light 'Mech is only a step slower than the fastest 'Mechs in the game, but in my opinion it comes with a stronger weapons load-out than the Hackman or the Owens. Its second-generation null-sig lasts longer than the other light 'Mechs with this ability, so the Raven is capable of getting closer to a flag or data core without being spotted by the enemy. Once it has the core or the flag, its speed makes it even harder to catch. If my team requires speed and sneakiness, the Raven is my top pick.

Rolling with the Raptor
It's tougher to pick a favorite from the uniformly useful medium-heavy 'Mechs. All feature jump jets and good land speed, all have a special defensive ability, and each has a unique combination of weapons. The Hackman becomes truly devastating with just a few power-ups, the Uziel packs potent dual-PPC cannons, and the Stiletto features the new flamethrower and four long-range missile batteries—so any one of these is an excellent choice. For me, the Raptor's blend of stealth and power tip the scales in its favor. Along with its single-pulse laser and four LRMs, the Raptor has dual Gauss Rifles that make knockdowns possible. Like its lighter cousin the Raven, the medium-heavy Raptor also features upgraded null-sig technology so you can get up nice and close before unleashing your offensive barrage.


Knockdown + Lava Gun = Core Breach

Its Name Means "The End"
When it's time to just wipe out everything you see, go with the Ragnorak. With a name taken from the Old Norse myth about the end of the world, this Assault-level bruiser is capable of enormous amounts of destruction. Along with twin Gauss Rifles and four short-range missile batteries, the Ragnorak also carries the rare and exotic Lava Gun (for a devastating close-range offense) and the Super Shield (for an almost-impenetrable defense). Its size and weight make it one of the slowest Mechs, but with offensive abilities like these you don't need to move very fast. One of the best tricks to pull of when piloting a Ragnorak is to use the Gauss Rifles for a knockdown and then unload the Lava Gun on your helpless opponent. Ragnorak doesn't have Alpha Strike, but this move is almost as good because it can totally destroy a wounded 'Mech or crush a healthy 'Mech to the edge of destruction. The Ragnorak is relatively rare, but when you find one you should do whatever it takes to climb aboard.

You can't always get your first choice of 'Mechs in MechAssault 2: Lone Wolf, and even if you do some enterprising fellow in BattleArmor can easily take it from you. I don't expect everyone to agree with my choices, but we can all agree that the more you know about a 'Mech and the more time you spend piloting it, the more effective you are in battle. An informed decision when the game starts (or when you respawn, or when you're in your own suit of Battle Armor, sizing up which of the enemy 'Mechs you want for your very own) can make the difference between being a part of your team's combined strategy and being fodder for the enemy's guns.

By Scott McGough

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