==========================================
MechAssault (Xbox) - Loki Guide

Author: Frank Provo ([email protected])
GameFAQs Username: mosaic
Version: 1.1
Date: September 19, 2003
==========================================

Table of Contents

[1] Introduction
[2] Basic Specs
[3] Loki Psychology 101
[4] Weapons In-Depth
[5] Vs. Other Mechs
[6] Game Type Tactics
[7] FAQs
[8] Acknowledgments

---------------
1. Introduction
---------------

My favorite game type on MechAssault is "Not It!" In that mode, your
sole objective is to score the final hit on the person who is it,
and then destroy as many other mechs as possible until someone takes
the "it" status from you. Once, I don't know when, I was on Xbox Live
and saw RNBVOICE playing a Loki in Not It! -- she didn't win, but she
had a decent amount of kills and few deaths. I was intrigued by a mech
that could frustrate other players by moving around so unpredictably,
and yet could also deal a lot of damage thanks to its high rate of
fire. I've since learned to play the Loki and seem to do better with
it than in an Atlas or Promee (what can I say? I can't time hammers
for ---t).

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. For instance, I don't really have a map-specific
section, which many CTF players find useful. I play the Not It and
Destruction modes mostly, which don't really force players to learn
the locations of power-ups. If you have strategies for CTF in a Loki,
I'd love to add them to this guide.

--------------
2. Basic Specs
--------------

Mech Name: Loki
Class: Assault
Weight: 70 tons
Armor: 3929
Size: Large
Speed: 31 mph (woo!)
Cooldown: 9 seconds
Offense: (energy)     Pulse Laser x2
        (ballistic)  Autocannon x2
        (missile)    Crossbow Missile x3
Defense: Null Signature (aka "Cloaking")

After a core breach, the Loki leaves behind 1290 units of armor, as
well as Energy and Ballistic power-ups.

----------------------
3. Loki Psychology 101
----------------------

The Loki is all about speed and maneuverability, and does its best
work at short-mid to close range. If you want to play the Loki right,
pretend you're a crack addict with attention deficit disorder and stay
near to the battle (but not in the middle!). A typical strategy involves
finding a missile power up, activating Null Signature, and circling
around the battle area while launching volley after volley of Crossbows.

Keep moving erratically in order to make it difficult for your opponent
to aim and use your rapid-fire Crossbows and Pulse Lasers to wear them
down. Thanks to its speed, the Loki is one of the toughest bots in
MechAssault to kill. Many opponents just won't bother after you've made
them queasy by moving around so much. If your hands don't hurt after a
couple battles, you're not playing the Loki right.

Although there are five other mechs that move faster, none of them have
the insane fire rate that the Loki seems blessed with. In Destruction
and Not It! matches, you'll be surprised how many kills you'll get just
by throwing missiles at an opponent. Five other mechs can wear someone
else down, but you can fire your weapons so fast that the odds are in
your favor of earning the "kill" shot. At LVL 3, you can fire 6 missiles
per volley!

Best of all, you really have to try hard to overheat in a Loki.

Again, just keep moving. Move while dodging, move while firing, and move
as unpredictably as possible while still keeping enemy mechs in your
targeting sight. Move in figure eights. Move in small circles. Activate
your Null Signature, which will make it more difficult for opponents to
see you. The flurry of weapons you can unleash will create even more
distraction for opponents.

The biggest problem with the Loki is that it can be knocked over so
easily -- which means you need to watch out for any mech with a Gauss
or Autocannon. That includes other Lokis.

-------------------
4. Weapons In-Depth
-------------------

The Loki's best weapon, due to its damage over time and fire rate, is
its Crossbow x3. Nonetheless, you need to mix in Autocannon shots to
really wear down an opponent -- and maybe Pulse Lasers if you're in
close or they're laying on the ground. One thing to watch out for, even
though it's difficult to overheat in a Loki, is that its missile
launchers can actually temporarily "run out" of missiles. Whether this
is a bug or feature, I can't tell you, but to avoid it, switch off to
the Autocannons every five or six volleys. That's a good idea anyway
in order to maximize damage.

** PULSE LASER X2 - Energy Weapon

Pros: High Rate of Fire, Very Low Heat
Cons: Close Range, Low Damage per Shot, Low Accuracy

LVL 1 - Amount: ---, Damage: 30 , Damage Per Second: approx. 114
LVL 2 - Amount: 200, Damage: 34 , Damage Per Second: approx. 150
LVL 3 - Amount: 134, Damage: 32 , Damage Per Second: approx. 198

Use the Loki's Pulse Lasers primarily when an opponent throws down
Chaff, or when you want to lead an opponent in order to take a shot
with the Autocannons. At LVL 3, the Pulse Lasers are useful to finish
off an opponent, especially if it's laying down -- but again, both of
the Loki's other weapons are more efficient for this.

The only really nice thing to say about the Pulse Laser x2 is that it
generates just one bar of heat per TEN shots. You won't ever overheat
by using it.

** AUTOCANNON X2 - Ballistic Weapon

Pros: OK Damage, High Knockdown Rate
Cons: Sluggish Fire Rate, Damage Decreases as Range Increases

LVL 1 - Amount: --, Damage: 200 , Knockdown Odds: 10%
LVL 2 - Amount: 40, Damage: 273 , Knockdown Odds: 20%
LVL 3 - Amount: 30, Damage: 333 , Knockdown Odds: 35%

Shot for shot, the Autocannon x2 is the Loki's "strongest" weapon, and it
has a good chance of knocking down light and medium mechs. It will
generate 1.5 bars of heat per use, but the long recharge period pretty
much balances that out.

Since the rate of fire is so low, however, you want to use the Autocannons
as a "finisher" after a volley of Crossbows. Fire off five or six volleys
of crossbows and then quicly switch to the Autocannon with Y to cap off
your attack with 200-333 points worth of damage. Then switch back to the
Crossbows and repeat.

The dual Autocannons are also the only weapon the Loki has that works
from mid to long range -- but with diminishing results. The further away
you are, the greater the odds one of the shells will miss.

** CROSSBOW X3 - Missile Weapon

Pros: Above Average Accuracy Close to Mid-Range, Modest Heat
Cons: Modest Damage per Shot

LVL 1 - Amount: ---, Damage: 132 , Damage Per Second: approx. 172
LVL 2 - Amount: 150, Damage: 186 , Damage Per Second: approx. 205
LVL 3 - Amount: 117, Damage: 240 , Damage Per Second: approx. 216

While the Autocannon x2 is the Loki's strongest weapon, the Crossbow x3
is its best weapon. The rate of fire gives it a higher damage per second
than the Autocannon x2, and the increased accuracy pretty much ensures
that all three missiles will land -- whereas you'll often miss with one
of the Autocannons' shells. Since each shot fires three projectiles, the
effective rate of fire with the Crossbow x3 is nearly 6 missiles per
second.

If you play a lot of Not It! games, you know that it's the person who
gets in the "kill" shot that scores the point and becomes "it." At 5 to
6 shots per second, the Loki gives you a high probability of scoring
the kill shot on a weak mech.

The Crossbow x3 also has a disorientation effect. Opponents may be
confused by the three missiles and the smoke trails they produce. You can
take this further by activating the Loki's Null Signature -- which makes
it tough for an opponent to figure out where an attack is coming from.

A Loki will have trouble in a room full of Promees or other mechs that
have Chaff. Just one or two chaff flares can really ruin your ability to
use the Crossbows -- forcing you to switch to Pulse Lasers until the
chaff wears off.

Another drawback to the Crossbow x3, which I'm not sure is a feature or a
bug, is that they sometimes temporarily "run out." After ten volleys or
so, you can hold down the trigger and nothing will happen. To reset the
missile packs, switch to another weapon and then switch back to the
Crossbows. If anything, it's a good hint to cap off an attack with your
Autocannons from time to time.

** Null Signature - Defensive Weapon

Null Signature allows the Loki to go "invisible" for 30 seconds. It takes
15 seconds to recharge. You'll only go completely invisible, however, if
you stand still and don't fire any weapons.

Since the Loki basically needs to keep firing in order to be effective,
you won't be able to remain as "invisible" as other mechs. Nonetheless,
the Loki is a pain to hit with Null Signature active, because you're
already moving around like a jackrabbit and sending projectiles every
which way.

Activate it anytime you're going into battle.

------------------
5. Vs. Other Mechs
------------------

** Atlas

Even though the Atlas doesn't have Warhammers or a Lava Gun, it has many
things that can baffle a Loki. It's armor is the highest in the game, at
6000 units. It has Chaff, which will divert your missiles for a good
five seconds. And it has quad Autocannons, which can knock you down even
at LVL 1. Take this battle in close, so you can use your Pulse Lasers and
Autocannons when the Chaff is distracting your missiles. Keep moving so
that you won't be knocked down by the Autocannon. For as strong as an
Atlas is, it's slow speed combined with the slow fire rate of the
Autocannons makes it a reasonably safe mech to challenge.

** Bowman

The Bowman has dual Warhammers and Chaff, which makes it quite effective
against a Loki. A good Bowman pilot will use its jump jets to find an
elevated spot to attack from. All in all, your best strategy against
a Bowman is to sit mid-range and keep moving while you fire with your
Crossbows and Autocannons. The Chaff will shut you down for a few seconds,
but at that distance, you have a good shot of dodging the Warhammers or
confusing their predictive targeting.

** Catapult

Normally, Target Jamming isn't as bad as Chaff, since you can still
manually aim your missiles -- but the fact that the Catapult has quad
Javelins makes for a special case. Imagine you're facing off in an
open area and the battle will last ten seconds. For about 5 seconds,
you'll be aiming manually while the Catapult fires volley after volley
of Javelin missiles. By the time the battle is half over, nearly half
of your health is gone. Move in close and stay close while the Target
Jamming is active, and then back up a little bit when it isn't.

** Loki

Loki vs. Loki is a battle of wills. You'll be cloaked and your opponent
will be cloaked. You'll be moving left and right, back and forth, and
in circles -- and so will your opponent. You'll both be launching dozens
of Crossbow missiles. The two best ways to sway this battle are to try for
a knockdown with your Autocannons, or to find some scenery to absorb a
little of the opponent's attack.

** Mad Cat

Try and move in circles around the opponent. Launch continual volleys of
Crossbow missiles, and swap to a shot with the Autocannons every five
volleys or so. When you see the PPCs start charging, move in close and
try and stay to the side or behind the opponent. The Mad Cat's PPCs are
deadly, but they can't match your speed or rate of fire. Unfortunately,
a Mad Cat has the upper hand at longer ranges, so if you can't cut the
distance, hide behind something.

** Prometheus (aka Loki's Worst Nightmare)

Dual Warhammers and Chaff are not a Loki's best day. The Chaff
significantly cuts the effectiveness of your missiles. If you're
lucky, the Promee will be overheating and have to stick to its Gauss
rifles to hit you. The only saving grace here is that with the Loki's
speed, you might actually trick the predictive targeting on the
Warhammers and make them fire wide. Move in figure-8 motions and try
not to stick to the same direction for more than a few seconds. To be
honest, I'd avoid this battle if possible -- the Promee's 5500 points
of armor, combined with the Chaff and Hammers are just too great.

** Ragnarok

Ugh. The Rag has 5000 armor points, and its shield can absorb all of
the damage from any of your attacks. This makes fighting close tough,
especially since that also puts you in range of a full Lava Gun burst.
And if you back up to a good distance, you can dodge the Rag's Lava
Gun, but leave yourself open to its Gauss and Javelins. I'd risk the
close fight in the hope that the Rag overheats. Otherwise, you may end
up knocked down by the Gauss. Compared to the Promee, a Rag is an
easier opponent -- but not by much, especially since most Rag pilots
covet the Ballistic power-up you'll leave behind after a core breach.

** Summoner

The Summoner's lack of a defensive weapon (other than jump jets) makes
it a decent opponent to go up against -- but watch out for its Warhammers.
Like its twin, the Loki, the Summoner is difficult to overheat. That
means you're going to face an endless stream of 'Hammers. For this
battle, you want to fight at far mid-range to make it tough for the splash
damage of the Warhammers to get you. Keep pouring on the missiles, because
a Summoner can't avoid too many of them. Keep moving! Unpredictably!

--------------------
6. Game Type Tactics
--------------------

** Destruction

Since much of this guide applies just fine to both the Destruction and
Team Destruction modes, there isn't much else to add. Don't get yourself
into a heavy mech sandwich and always, always keep moving. If you're in
a room full of Promees and Bowmans, don't play the Loki -- there will be
so much Chaff that your missiles will be going everywhere but their
intended target. As long as there are only two or three mechs with Chaff
in the room, you're good to go.

** Team Destruction

In Team Destruction, the Loki's role is to keep the enemy off balance.
Go for kills on smokers if you want, but in all likelihood, the enemy
team has two or three Promees on it. Damn Promees.

** Last Man Standing

Frankly, I don't think mech choice matters here. A smart person stays out
of the way until at least a couple opponents are eliminated. And regardless
of the mech you choose, you're toast if two or three people choose to gang
up on you.

** Team Last Man

Depending on the composition of the enemy team. Against a bunch of Promees,
forget it. Otherwise, the Loki is great for confusing the enemy team and
keeping them off balance. Often, you provide the cover for your teammates to
line up their Gauss and Warhammer shots.

** Not It!

The Loki is a JOY to play in Not It! matches. If you're not familiar with
this mode, it's basically like a reverse game of tag. One player is it and
tries to score as many kills as possible. Everyone else tries to kill the
mech that's it. Whoever lands the kill-shot scores a point, becomes it, and
then tries to earn more points by destroying everyone else. Also, when you
become it, your weapons are automatically powered-up to LVL 3. Thanks to
the Loki's rate of fire, the odds are good of landing the "kill" shot on
the person that's it. And when your missiles are at LVL 3, you have a
good chance to take out any light or medium mechs nearby -- and certainly
any smokers.

Stay near, but not in the middle of the main battle area, and keep your
target sight on the "it" mech while launching Crossbows and Autocannon
shots. Watch out for Atlases, other Lokis, and mechs with weapons that
have knock-down ability. Keep an eye on them and stay really close or
really far away from them.

** Capture the Flag

I don't play much CTF, but it seems to me that the Loki would be a good
mid-range defender or runner. CTF maps tend to have plenty of hills to
hide behind, which can work in a Loki's favor. Unfortunately, you know
the other team will have a Rag or Promee somewhere, which means you're
open to knockdowns. All in All, in CTF, the Loki is probably an accident
waiting to happen for beginners, but a breath of fresh air for players
with experience.

** Giant Killers

The Loki is average for this mode -- mainly because it still takes two
or three volleys of missiles (and maybe an Autocannon burst) to take
out an Elemental. Then again, if you keep moving, you'll make everyone
else so frustrated that you may find satisfaction in that -- along with
3 to 5 kills per "it" period.

-------
7. FAQs
-------

Q. You often use the phrases "close-range," "mid-range," and "long-
range." What do they mean in human terms?

A. To me, close-range is a mech length or two and mid-range is
anywhere from 10 to 20 steps away from your target. Long-range is even
further away. A good way to measure this yourself is to go into the
Colosseum and position yourself at the corner of the hill -- standing
next to it on the side closest to the entry portals. From where you're
standing, any point from the middle of the hill to a short distance
past the other corner is mid-range. Long-range is further than that.

Q. What maps is the Loki good on?

A. No map really poses a big problem for the Loki, although it works
best on wide open maps, such as River City, Stone Cold, and Colosseum.
I've found that Demolition Town, Icepack, and the Junkyard can be hit
or miss, mainly if there are a few Promees around.

Q. I just played a Destruction (or Not It, or etc.) match against a
room full of Promees and Rags and got owned, WTF?

A. They have chaff, shields, and Gauss Rifles. You have speed and a
lot of missiles. Say "uncle" and try to stick to rooms with a varied
mix of mechs, or where there are only one or two Chaff bearing
heavies.

------------------
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.