The Best Place To Get Hot Tips For Front Mission3!


11/8/01
This site is under construction. E-mail me at Zaerus@hotmail.com to get some early tips and hints. Will open soon! I do have one tip though. Try equiping a flamethrower with a pilot that knows ROFUP 1,2,or 3. Make sure the pilot has a lot of AP to select the strongest flame setting. More to come! ^_^

Wanzer Design Tips
New tips as of 11/13/01

1.The Enyo mech is not considered useful by many because of its low HP. But the Enyo is still an awsome wanzer. Its evade is high, which compensates for low HP. It also has a high up melee% ratio.The Enyo is also very light weight. The Enyo learns LEG SMASH, PRVNT LOSS, and the other ability I am not sure of. If you find out please e-mail. You should easily be able to equip a sheild, missle launcher, and a gun. Just make sure to have the power boost backpack equiped to further cut down on weight. My recommended battle skills I think works best with the Enyo= PRVNT LOSS, SALVO, EVADE UP1, FAST ATTCK, and AVOID 60. This should help keep the Enyo mech going while still being able to dish out damage.

2.The Shungwang 1 is a four-leg spider mech. It boasts excellent evade and decent accuracy. Its HP is also decent. The Shungwang 1 learns AIM-BODY, EVADE-MAX, and I'm not sure of final skill. E-mail me if you find out. Take advantage of accuracy and equip it with a machine gun and sheild. A power up back pack is also neccesary for the heavier guns. I recommend the battle skills; ROFUP 2, TOPPLE SHOT, DEF-C UPGRADE 2 LVS, and BRACE. Keep the Shungwang at a distance until you can move in for a kill.

New tips as of 12/06/01

3. Here is a custom mech I made from parts I pieced together. Put together a Tiandong mech. Then, switch out the body for a Drake model. This custom build creates great melee power at the cost of the low HP. Give it a sheild to cut down on damage and give it a melee weapon. Don't worry, only the body has low HP, its arms and legs has a Tiandong's HP. You want the Drake body because it has great melee%. But the body is still the most vital part, that's why you give it a sheild. The mech's melee ability is worth it though.
If you are a defensive stategist, give it the sheild and fist, and equip the battle skills; Melee 3, Takle 1, Sheild Attack 1, and Stun Punch. If you're an offensive stategist,(this may be risky) give it two of the same melee weapons. Equip Dbl Punch 1(or it may be two, it's the one that says "All same melee weapons"),Skill Up 2, Eject Punch, and Pilot Dmg 1. However you use the mech play it safe, because a well-aimed punch can knock it out in one blow. So make sure you are close to an expert player before employing such a mech. Note: with all the equipment on the wanzer, it is still possible to equip a shoulder weapon. Just remember its melee% will go down if you do.

Update as of 12/11/01

4. Here is an all purpose mech that can handle almost any situation. It is both defensive while still offensive, has nice HP, and ranged attack. Put Tiandong arms( I know I use Tiandong parts a lot but what can I say? It's a reliable mech) on a Tiequ 4 body( Hope I spelled that right...) , and put it all on Laiying legs. Laiying legs are somewhat weak in the HP department, but they are lightweight and have good evasiveness. Besides, you need them to hold all the equipment we will be putting on this mech. The Tiequ 4 body balances out the whole package.
On one arm give it a sheild. On the other equip either a melee or range weapon( I recommend a range weapon, such as a machine gun) Those of you who want to give it a fist; be warned. There is a pretty good chance you won't even use it. If your missiles run out, you'd still want to take out the opposition at a distance. As better equipment becomes availible you may have to improvise with weight. Over all, put this mech far back and unload missiles into the enemy. Then advance using the sheild until you're in range with your primary weapon. Use Salvo, ROFUP 2, Avoid 20, and you can choose the final skill, just as long it only takes up one spot in the computer.

New tips as of 12/18/01

5. This is a mech I deticate to all you people out there obsessed with missile launchers. The mech, a Genie body, Qibing 0 arms, and Genie legs(I use these alot too). Give it two Yungsheng 34 missle launchers a two MK6 sheilds. You absolutly NEED a power up backpack to lower weight. Note: you can equip more powerful launchers if you have better power packs. You may notice almost all the mechs I've listed equiped with missle launchers have Salvo. It shoots all missles at once. This technique if used right can destroy a full health wanzer in a single brigade of missles. Some may not like to use up all rockets at once, so don't.
Use Salvo, Zoom I, Pilot DMG I, Prvt Loss, Panic Shot, and Skill Up1. Keep the wanzer back and empty out its launchers on the enemy. If you run out of rockets, you can use another pilot to use the item "missle". If not, all you can do then is eject and shot pistol. Just don't let it come to that. If you like to bet, equip a Wanzerfaust instead of a 2nd launcher. It certainly gives you more options, but I think for the most part grenade launchers are unreliable.

New Wanzer Tips as of 2/10/02

6. Here is one of my favorite mechs. It isn't too flashy or anything like that, but bringing it into battle and dominating with it kinda makes you feel good. Here she is: Meledyne 1 body, Enyo arms and legs. There, not so hard huh? Give the mech a missle launcher, sheild, and sniper rifle. It seems a lot of the mech tips I give you all have a missle launcher here or there. Well shoot, I'm just that kind of guy. Give the pilot Rndm Smash, Skill Up 1, and Salvo. The strategy here is one hit kills. The missles and sniper are long range one shot weapons, which use Rndm Smash. You can win a battle before it even warms up. The mech is low on HP though, so use that sheild with faith. Slavo is deadly, and if you use it you can fall back on the rifle. Just make sure the pilot have a good ranking with both Missle and Rifle. Oh yeah, power backpack is as usual nessesary for the mech to function.

7. The Meledyne 1. Another of the under dogs.People tend to stay away from this wanzer like the black plaugue because of its low HP. But it is a light mech (not including the arms) and can hold a sheild weapon and a shoulder weapon. For best result give in Lenghe 1 left arm, Mingtian 1 right arm, and Genie legs. Give it a sheild in the left arms and a weapon of your choice in the left(I say a rifle). Missle launcher on the left arm. Low HP, but this simple mech will serve you well.

New Tips as of 8/20/02

8. Here is a mech that can hold a grenade launcher, a missle launcher, and two spikes. It has no remainning weight(using a Placid power pack) and is quite effecitve. Body and legs have low life, but the arms are resiliant. Give it a Drake M2C body(or Mingtian 1 if you can)Tiandong 3 arms, and Genie legs. Give it a Sharp Spike and a MK18 Spike. A type 10 GR grenade launcher(the long one that conforms to the mechs colors) and a Yungsheng 34 missle launcher. The battle skills Dbl Punch 1(all same Melee weapons) EjectPNCH, StunPNCH,Salvo, and Chaff work nicly. I've read other guides that said the quad-weapon mech sucks but I've won MANY a battle with just this little guy and a Grapple M1 for back up.
Weapons

Hardblow:(Impact class)range:1. The weakest attack in the game, next to the pistol. This is not really a weapon but an attack used if there are no weapons equiped. Avoid this attack at all costs. Advantages: Better than pistol. Disadvantages: Everything else.

Melee:(Impact, Pierce class)range:1. This category includes batons, fists, and spikes. Melee are among the most powerful attacks in the game. It delivers a ton of damage to one part. If you can't think of a weapon to use on the other arm of a wanzer, give it a melee weapon. Plus they have rediculous accuracy and power, and are quite reliable. The three types are each different from each other. Spike: Advantages: Accurate, attack type is pierce. Disadvantages: Not as powerful as others. Baton: Anvantages: Most accurate. Disadvantages: Not as powerful as fist. Fist: Adavntages: Most powerful. Disadvantages: Not as accurate as others. Melee's advantage is its power and accuracy. Its disadvantage is its range.Only use the spike if you want to use a peirce attack with melee power. Only use baton if you need the accuracy. Other than that just stick with the fist.

Shotguns:(Impact class)range:3. Being the standard weapom in Front Mission 3, the shotgun is the weapon of choice for vetrens and begginers. It delivers nice damage that is evenly distributed to all of the opposing wanzer's parts. 12 shots are fired in all.It is easily the most reliable weapon in the game. But as your skill increases I strongly suggest using other weapons. Remember, I said it's the most reliable weapon, not the best. The shotgun is a great weapon to lead off with because ot garauntees big damage to all parts on the first turn of attack. Ever have a situation when the enemy is weak, yet still has all body parts intact? It has about 30 or so HP on each part and is about to go down. So you engage in battle with it using your meele. Well, don't you just HATE it when you take out every part EXCEPT the body? It's frustrating and puts you in danger while the mech is desperatly fighting back. Or are you trying to gain ace points but keep nailing the body? Well the shotgun is the answer for you. You can destroy almost any mech with up to four-to-five shots with it. Plus you nail all the parts, gaining a bunch of ace points. But be warned, the shotgun has a darkside. By using the gun too often you'll find your rank skyrocketing faster than it should. This can be a problem, as the game takes points off for having too high a weapon level in real-game battles. If you want a good score use caution. Accuracy(this is only for rang weapons): you will lose 2% on your accuracy ratio for every space you back up from the target. Example: up close= 84% acc, back up once=82% acc, back up twice=80% acc. Advanteges: Its ability to completly destroy enemy wanzers and its low rate of accuracy lose per sqaure. Disadvantages: It's acuracy and range. It is about 23%worse than a manchine gun and range is 3. This are excusable though.

Machine Guns:(Pierce class)range: 4. The machine gun is a high velocity medium-range all purpose weapon. It fires 10 shots randomly to all body parts. While not as reliable as the shotgun it is much more versatile. Since its targets are random you may or may not even hit a particlar part. That can be good or bad. Plus, the awsome ROFUP abilities work wonders with the gun, as do many other skills. It has better accuracy than the shotgun, but it loses 10% accuracy per square space away from target. This means be careful and don't be afraid to take chances.Advantages: range, randomness, versatility, nice power.Disadvantages: accuracy loose, unpredictability, defense class failure. As in as lot of wanzers have a defense class againt peirce.


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