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Chicken Mechs Snipers Guide Defensive Guide
Being A Good Host Assault Mechs

Back to Strategy Guide

Chicken Mech strategy guide


1.0 Overview
1.1 What Mechs are considered Chicken Mechs?
1.2 Basic movements
1.3 Midcore movements
1.4 Advanced movements

2.0 Damage and Power of each Mech
2.1 Owens
2.2 Hackman
2.3 Corvus
2.4 Raven
2.5 Safe distances

 

1.0 Overview

1.1 There are 4 chicken Mechs. They are Owens, Hackman, Corvus and Raven. They are called chicken Mechs because they have joints in the back of the legs, have no arms, and they are small Mechs. Any Mechs with arms are NOT Chicken Mechs just because they are fast and agile. Kitfox, Puma, Cougar and Uller are not chicken Mechs, they are monkey Mechs.

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1.2 There are three basic movements
1.2.1 Circle strafe- is were the chicken circles around a victim. This makes it very hard to hit the chicken causing the victim to miss and allowing the circling chicken to do damage with out taking any damage to itself.
1.2.2 Figure eight – is when you move your Mech in a shape that resembles the motion of making an eight. This is a common movement to keep enemies from hitting you and to use your speed to your advantage.
1.2.3 Pop & Drop- this is normally used with Mechs with jump-jets but with the new climbing strategy it can be done without jump jets. It is when a Mech uses the cover of a hill or mountain to keep an enemy from hitting you and popping up after he shots to hit him quickly.

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1.3 There are two midcore movements
1.3.1 The spastic style- this is were you make quick fast cuts and faster turns which confuse the target and make it easier to dodge and hit them.
1.3.2 Passive style- this is a style for more conservative chicken Mech pilots. It’s a very rare style for chicken Mechs where the pilot holds back and snipes. Mostly done by people who are fairly experienced with the Pop & Drop technique and are very patient

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1.4 There is only one major advance movement - Universal style. This style is made up of the two other styles combined with a little bit more cut and movement to it. It can be divided into three components.
1.4.1 Close range fighting- this is a combining of the circle strafing movement and the figure eight with the spastic style.
1.4.2 Long range fighting- this is the use of the Pop & Drop and the passive style where the chicken uses the pop and drop with patience and precision to hit the enemy and come out with little to no damage.
1.4.3 Mid range fighting – the Chicken pilot uses all the tactics but takes a faster damage rate. Be careful when in mid range combat. This is where Mechs with hammers or crossbows want you to be. Move fast and dodge quickly.

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2.0 Damage and Power of each Mech

2.1 The Owens is the most know of the chicken Mechs and perhaps the oldest as well the Owens weapon set up is x2 machinegun and x2 crossbows due not under estimate this Mech It is tied for fastest Mech and just as fast dealing out the damage. You should get in close and circle strafe with the speed and quickly cut and weave. The Owens has armor of 2946 even though this is very light it can take a beating. Its defense is target jamming this is one of if not the best defenses in the game if use right with the Owens speed and power the Owens will be swift and deadly.
Over view Owens: the Owens is the perfect group of power and speed this Mech is fast and deadly if used well it will dominate games.

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2.2 The Hackman is the second oldest of the chicken Mechs it is the Owens variant it has traded TJ and machineguns for Null sig and a single gauss (has same amour as Owens). The Hackman has more firepower damage wise but the gauss fires slower than machineguns that equals it out fairly. The Hackman has null sig for a defense witch gives it the ability to go invisible but if it shoots or runs it can be seen as can footprints. This mach is tied for fastest with The Owens. It has power and speed what more could you want?
Overview Hackman: the Hackman is fast powerful but a lack in a great defense yes null sig is good but would be better off with TJ.

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2.3 The Corvus is tied for youngest chicken mech. It has an Auto cannon and x2 pulse laser this is a balance for power and speed weapons wise that is. The Corvus is tied for second fastest Mech with the raven (see 2.4) this means it’s the fast but slower than the Owens/Hackman. Its not an easy Mech to master but if you take the time to learn it can be quit deadly. It lacks in armor with a mere 2460 pts in amour so it’s a very light mech. Weak in amour but makes up for it with TJ and Knock down power.
Over View Corvus: its fast weak and doest quit coming.

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2.4 The Raven is a new chicken mech. It has x2 machineguns 1 laser and x2 crossbows a very quick firing Mech that can do some damage quickly. This is the only chicken Mech that can take all powerups from missile to energy. It has 2640 in armor a very light mech. It has x2 Null Sig. This makes it a very sneaky and easy to get a few shots in unnoticed.
Over View Raven: the sneakiest Mech in the game makes it easy to get in free shots but can’t really go head to head with any Mech

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2.5 Explosion distance if you are within a 4-1 Mech range you will take some critical damage that will most likely kill you. For explosions if you are in 4-8 Mech range you will take very little damage you will take some but not much. From any farther distance from that you should take little damage. If you have jump jets hit them if you are near explosions it will take away some of the damage. So stay out of a 1-8 Mech range when explosions go off if not you could end up dead of limped bad news for a Chicken mech.

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Thanks to FlyDarkAngel for the Chicken Mech Guide.