========================================== MechAssault (Xbox) - Elemental Guide Author: Frank Provo (frank@frankprovo.com) GameFAQs Username: mosaic Version: 1.0 Date: September 19, 2003 ========================================== Table of Contents [1] Introduction [2] Basic Specs [3] Elemental 101 [4] Weapons In-Depth [5] Vs. Other Mechs [6] Game Type Tactics [7] FAQs [8] Acknowledgments --------------- 1. Introduction --------------- The Elemental is the big joke of MechAssault. Only new players that are unfamiliar with the fact that the Elemental is just a power suit are likely to choose it, along with a few folks looking for a wacky change of pace from their usual serious mechs. I don't mind if other sites reprint this guide, provided my name stays with it and none of the text is altered. If you care to disagree with anything I've put in the guide or have changes to recommend, feel free to e-mail me and I'll do my best to incorporate them. -------------- 2. Basic Specs -------------- Mech Name: Elemental Class: Power Armor Weight: 5 tons Armor: 1013 Size: Tiny Speed: 13 mph (woo!) Cooldown: 9 seconds Offense: (energy) Pulse Laser x1 (missile) Crossbow Missile x2 Defense: Jump Jets An Elemental does not leave behind salvage items. ---------------- 3. Elemental 101 ---------------- If you're insane enough to use an Elemental, then you need to keep your wits about you if you want to survive. The Elemental isn't particularly speedy, but its size and jump jets do make it a little more maneuverable than your typical heavy and large mechs. Size is the Elemental's only advantage -- it's so small that you'll usually be ignored in a heated battle. Only if someone notices you in their targeting reticule will they bother to attack. Of course, if they do attack, you're probably toast unless the opponent is launching Crossbows. Stay on the outskirts of the battle and try to steal kills -- that's what the Elemental is good for in Destruction and Not It matches. Assuming that you're trying to gather kills that is. Perching atop hills and buildings is a great way to "blend in." Many people play the Elemental as a way to explore a level, which isn't a terrible idea. Attacking another mech directly in an Elemental is a sure way to welcome death. If you can't run away from a fight, then dive right in and try to hide at the feet of your opponent. At least you'll be amused as they jink about trying to find you. On dark maps, such as Junkyard and Demolition Town, an Elemental is slightly more useful ... which isn't saying much. ------------------- 4. Weapons In-Depth ------------------- ** PULSE LASER X1 - Energy Weapon Pros: None Cons: Low Damage per Shot, Low Accuracy LVL 1 - Amount: ---, Damage: 15 , Damage Per Second: approx. 57 LVL 2 - Amount: 100, Damage: 17 , Damage Per Second: approx. 75 LVL 3 - Amount: 67, Damage: 16 , Damage Per Second: approx. 99 Pulse Lasers are most effective as a close-range weapon, and a close-range battle is an Elemental's worst nightmare. Even against the weakest true mech, you'll need to fire your Pulse Laser for 47 seconds before they core breach. If you're trying to stay hidden, the Pulse Laser is good because it gives an opponent less time to orient to your position. ** CROSSBOW X2 - Missile Weapon Pros: Above Average Accuracy Close to Mid-Range Cons: High Heat (for Elemental) LVL 1 - Amount: ---, Damage: 87 LVL 2 - Amount: 100, Damage: 122 LVL 3 - Amount: 78, Damage: 158 Unfortunately, every shot you take with the Crossbows eats up a bar of heat, and the Elemental has the worst heat capacity of any mech in the game. You'll overheat after 14 straight volleys if you don't pause to cool down in between. That may be enough to take out a weak mech, like a Corvus or Raven... if the pilot stands perfectly still. Nonetheless, the fire rate of the Crossbows may allow you to steal a kill or two in Destruction and Not It matches. The downside is that a stream of Crossbows completely reveals your position -- it's like an explosive "kick me" sign. ** Jump Jets - Defensive Weapon An Elemental can activate its Jump Jets for 3 full seconds. After that, they take 2 seconds to recharge. Unfortunately, the jump jets aren't as strong as those found on larger mechs, so you won't be able to fly onto the top of some surfaces you would in say a Puma or Catapult. If you're trying to run away from an attacker, the jump jets come in handy -- run backwards in a zig zag fashion and use your jets to fly unpredictably. The Elemental's tiny size will make it tough for an enemy to hit you ... unless they have missiles or PPCs anyway. For people who just want to mess around and have fun, the Elemental's jump jets are its saving grace. You can use them to land on top of other mechs, sometimes hitching rides. You can use them to leap into salvage piles and take power-ups away from other players... attracting either their ire or their whimsy. BTW, have you ever noticed that if you pause and unpause (hit Start) at the Apex of your jump jets, that you can fly even higher until they run out? ------------------ 5. Vs. Other Mechs ------------------ ** Atlas Missiles will kill you. ** Belial Missiles or Gauss will kill you. ** Bowman Warhammers will kill you. ** Catapult et al Dead. You get the idea. If you're going to take on another mech, make it another Elemental, or maybe a Corvus. You probably won't win that fight, but the Corvus' lack of missiles means that you may actually do a measurable amount of damage. -------------------- 6. Game Type Tactics -------------------- ** Destruction Attack smokers and steal kills. ** Team Destruction Your teammates will probably destroy you, or ask you to leave. ** Last Man Standing Chances are, you'll be one of the final two or three standing at the end. Maybe the other mech will be badly damaged and you'll be able to finish it off for the win. If not, you're toast. ** Team Last Man Your teammates will probably ask you to sit in the corner, while they make a note to never play with you again. ** Not It! Attack smokers and steal kills. Not It is one of the few modes where playing an Elemental is somewhat acceptable. Sure, everyone that becomes it will pick on you if you're nearby, but you'll also be able to score a few points during an average 15 minute match. ** Capture the Flag I don't play much CTF, but it seems to me that the Elemental would make a great runner -- until it took the flag and was blown up by a Promee's Warhammer or a Rag's Javelin missiles. Yeah, the host will probably boot you out of the room. ** Giant Killers You have no choice but to use an Elemental in this mode. Since it's you and a bunch of other Elementals against a larger mech, you can forget any strategy and just launch missile after missile at your target. If they start gunning for you, though, hide behind something. ------- 7. FAQs ------- Q. Is this guide a joke? A. Yes and no. Sure, no one in their right mind picks an Elemental, but those that do are usually trying to spice up the game a little. I respect that. Q. What maps is the Elemental good on? A. If you're trying to stay alive, any map is fine -- just find a high spot to perch on or wait around the corner from the battle. Maps with low visibility, such as Demolition Town, Junkyard, Frosty, and Hell's Kitchen make it possible for an Elemental to hide right in plain sight. ------------------ 8. Acknowledgments ------------------ Thank you FASA Studio, Day 1 Studios, and Microsoft Game Studios for making this game. I'll add contributors names / emails / whatevers here once I get a few emails. FAQ Copyright (c) 2003 Frank Provo. All Rights Reserved.