From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to: navigation, search

This page contains unnecessary drivel. As our aim is to present helpful and complete guides for games, pages do not need to contain unnecessary information, such as the names of contributors, or mini guides for editing. If you are qualified, please edit it to remove the drivel, and then remove this template from the page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?
Drivel specifics: there are a few repeats in here that need merging + order needs organizing

Name Description
Mechanaught The Mechanaught is the pilot's robot. A Mechanaught is composed of several key components, which are upgradeable. Additionally, a Mechanaught can be armed with a wide range of weapons.
Pilot The pilot controls the Mechanaught, piloting it from inside the robot. The pilot is the player's character.
Credit Game currency the pilot receives as a reward for performance. A player can purchase parts or weapons with credits to upgrade his Mechanaughts.
Call Sign The pilot's name or handle. This is chosen the first time a player logs in, and cannot be changed.
Parts Mechanaughts are composed of six parts: head, core, arms, legs, booster, and weapons. The combination of components determines a Mechanaught's overall performance.
Boosting A high-speed maneuver enabled by backpack thrusters. A horizontal move is known as a Booster Dash, and a vertical move is known as a Booster Jump.
Overheat Weapons generate heat when they are used. Each weapon has a temperature limit, and when this is exceeded, the weapon overheats. Overheated weapons can not be used until they completely cool down.
Skill Mechanaughts can be equipped with a variety of special attack maneuvers. These Skills inflict extensive damage on an enemy while making the user temporarily invulnerable. NOTE: Skills are based on specific weapon combinations.
Targeting Reticle A targeting box in the center of the battle screen. When an enemy is framed within the box, a "lock-on" mark appears, and the reticle turns orange. An enemy must be locked onto before it can be hit with a ranged weapon. Weapons may have larger or smaller targeting reticles, depending on their type. NOTE: Melee weapons do not rely on the targeting reticle.
HP The Mechanaught's Health Points, or how durable the Mechanaught is, determined by the combined HP of all the parts. If a Mechanaught's HP are reduced to 0, it is destroyed.
EN EN represents the Mechanaught's total energy. Using the booster drains EN, and the more EN a Mechanaught has the longer it can boost. EN is also drained when the Mechanaught swaps weapons. The EN Power rating of the core determines the Mechanaught's total potential EN.
SP SP stands for Skill Points, which are needed to use Skills. SP are accumulated during battle when attacking or defending. The Mechanaught's total potential SP value is determined by the head.
MPU MPU stands for Mechanaught Processing Unit, which refers to the total number of skills a Mechanaught can be equipped with. MPU is determined by the head.
Mechanaught Size The Mechanaught's size is determined by combining all the individual parts plus the weapons. Smaller Mechanaughts have a greater probability of evading enemy attacks.
Mechanaught Weight The Mechanaught's weight is the combined weight of all the parts and weapons. Heavier Mechanaughts move more slowly, and it is more difficult for them to perform a Booster Jump.
Move Speed This is the Mechanaught's speed (without boosting). Move Speed is derived from the Base Move Speed, but also takes into account the weight of Mechanaught (including weapons) and the carrying capacity of the unit's legs.
Dash Speed The speed of the Mechanaught's Booster Dash, determined by the Dash Power rating of the booster modified by the Mechanaught's weight.
EN Recovery The rate at which the Mechanaught's EN recovers, expressed in number of EN per second. The higher the value, the faster the EN recovery speed. This value is determined by the EN Power of the core, modified by the EN Drain of each part. If the unit's EN Recovery is less than 0, it cannot be used for battle.
Min EN Requirement The minimum EN amount required for Booster Dash or Jump. Boosting is not possible if EN is less than the required amount. It is equal to the minimum EN Requirement Amount of the core.
Dash EN Drain When a Mechanaught performs a Booster Dash, it drains the unit's EN. This value shows how much EN is drained per second of the dash. The lower this value, the more effective the Dash. It is equal to the Dash EN Drain of the booster.
Jump EN Drain When a Mechanaught performs a Booster Jump, it drains the unit's EN. This value shows how much EN is drained per second of the jump. The lower this value, the more effective the Booster Jump. This value is derived by the Jump EN Drain rating of the booster, modified by the Mechanaught's weight.
Dash Acceleration This value refers to the time it takes to reach maximum speed when performing a Booster Dash. The higher the value, the faster you can reach the maximum speed. It is related to the Dash Power of the booster.
Dash Deceleration This value determines the time it takes to stop a Booster Dash completely. The higher the rate, the faster you can stop a Dash. The value is based on the braking ability of the legs.
Max Heat This value determines how much heat a weapon can build up before the Mechanaught overheats. If the value is low, the Mechanaught's weapons will overheat frequently even if they produce relatively low heat. This value is equal to the Max Heat of the arms.
Cooldown Rate This value determines how quickly a Mechanaught sheds the heat from the arms when it is overheated. If the value is high, the unit can quickly recover from overheating. The value is equal to the Cooldown Rate of the arms.
Scan Range This value refers to the maximum range the Mechanaught can scan. The higher the value, the farther the Mechanaught can see. The value is equal to the Scan Range of the head.
Marksmanship This value increases weapon accuracy. The bonus is determined by the Marksmanship rating of the arms.
HP Stands for Hit Points. Each part has it own HP, and adding all the values determines the Mechanaught's HP.
Size The Mechanaught's size is determined by combing the size of all the individual parts. The size modifies the unit's defense. See also Mechanaught Size.
Weight Each part has an intrinsic weight. Increasing the Mechanaught's overall weight slows its speed.
EN Drain The amount of EN consumed when the Mechanaught is equipped with a particular part. EN Recovery is determined by modifying the EN amount produced by the core minus the EN Drain of all parts.
SP The Mechanaught's available Skill Points.
MPU The total Mechanaught Processing Units. The MPU determines how many Skills a Mechanaught can equip.
Scan Range The Mechanaught's maximum Scan Rage. It determines the distance at which the radar can locate an enemy.
EN The Mechanaught's available energy. This value is the total EN amount usable for boosting and swapping weapons.
EN Power This value refers to how quickly the core generates EN. The EN Recovery Rate of the Mechanaught is equal to this value modified by the EN Drain of each part.
Min EN Requirement This value represents the minimum EN amount required to perform a Booster Dash or Booster Jump. Boosting is not possible if the current EN value is below the required amount.
Max Heat This value indicates the maximum heat a weapon can generate before it overheats.
Cooldown Rate The Mechanaught's Cooldown Rate. It is the rate at which a weapon recovers from overheating.
Marksmanship The Mechanaught's Marksmanship bonus. This value is combined with the accuracy rating on a weapon. The higher the Marksmanship, the higher the accuracy.
Base Move Speed This value is the Mechanaught's basic speed, without taking into account the Mechanaught's weight or leg capacity. It is the base value used to derive the Mechanaught's Move Speed.
Carrying Capacity The Mechanaught's ability to bear a heavy load, determined by the legs. A Mechanaught with low Carrying Capacity will slow down quickly even with a relatively small increase in weight.
Braking Ability The ability to decelerate. Legs with a high Braking Ability can help stop a Booster Dash more quickly.
Dash Power This value refers to the power used in Boosting. It affects Dash Speed and Dash Pickup.
Dash EN Drain This value is equal to the Dash EN Drain of the Mechanaught. It determines the amount of EN consumed during a Booster Dash.
Jump EN Cycle This value, combined with the Mechanaught's weight, determines the Jump EN Drain.
Blade A melee weapon with a cutting edge. It does a moderate amount of damage in a wide attack arc. The blade can make successive attacks, and it is highly effective in close combat. It is suitable for novice pilots.
Spear A melee stabbing weapon. It does a great amount of damage, but is slow and has a narrow attack arc.
Shield Defensive armor, attached to the arm. Different shields are more effective against different types of damage. Simply having a shield equipped provides a passive defense on whatever side of the Mechanaught the shield is equipped; actively using the shield provides a greater defense against frontal attacks.
SMG A ranged weapon with high speed and successive shooting capability. It does low damage, but is suitable for novice pilots because it is light and easy to aim.
Shotgun A ranged weapon that does a great amount of damage. It does the most damage of any ranged weapon, but has relatively short range. It is easy to aim and can be used even at close range, but it overheats quickly.
Rifle A ranged weapon with the longest range. It is more difficult to aim than some weapons, and hard to use in close combat.
Rectifier A support weapon that repairs damaged Mechanaughts during a battle, by restoring lost HP. If carefully used, it can significantly enhance a team's effectiveness.
Cannon A siege weapon that does the greatest amount of damage of any weapon, however it is difficult to aim.
Rocket A siege weapon that does not use the targeting reticle, instead a fired rocket shoots straight until it hit an enemy. When it hits, it also causes splash damage to adjacent opponents.
Weapon Range The maximum distance a weapon can reach. It is advantageous to equip a head with a high Scan Range when using ranged attack weapons.
Overheat The value that indicates the heat produced when a weapon is used. The higher the value, the easier it is for a weapon to overheat.
Damage This value describes the destructive power of the weapon. When evaluating a weapon's damage potential, one should also consider the reload time.
Accuracy It refers to the chance of hitting with an attack. The higher the value, the more likely the attack will be successful.
Reload The time it takes to reload a weapon. The lower the value, the faster a weapon can make successive attacks.
Weight The weight of the weapons affects the Mechanaught's Move Speed.
Size There is a correlation between the size value and the physical size of the weapon. If Mechanaught is holding a large weapon, it becomes easier for an enemy to target the Mechanaught.
SP Cost The minimum SP required to use a Skill.
SP Drain The amount of SP consumed when using a Skill.
Limit There are restrictions on how many times you can use certain Skills.
Weapon Progression As a pilot gains levels in certain weapon classes, he or she gains bonuses to those particular weapons. These bonuses can included greater damage, faster reload times, etc.