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		<updated>2026-04-29T09:54:34Z</updated>
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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Engines&amp;diff=14769</id>
		<title>Engines</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Engines&amp;diff=14769"/>
				<updated>2024-07-01T22:53:45Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Engines =&lt;br /&gt;
Fusion Engines are the most common type of BattleMech and aerospace power plant in the BattleTech Universe. Fusion engines can supply great quantities of power, enough to power massive vehicles and all of their weapon systems, including directed energy weapons common on the modern battlefield. Yet when no thrust is generated, fusion engines are so efficient, they practically never need refueling. If properly ventilated, controlled fusion reactions generate little heat. There are several sub-types of fusion engines available as well, each trading bulk for mass of the components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;'''Engine Damage Transfer Quick Reference'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:table; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 30px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 0px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center; font-size:13px; margin:auto; margin-bottom:2px; border:2px solid #e69710; border-radius: 8px; white-space:nowrap&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E; height:60px; width:100px&amp;quot;|'''Engine'''&lt;br /&gt;
! style=&amp;quot;font-size:14px; background:#2E2E2E;width:200px&amp;quot; |'''Side Torso &amp;lt;br&amp;gt; Damage Transfer to CT'''&lt;br /&gt;
! style=&amp;quot;font-size:14px; background:#2E2E2E;width:200px&amp;quot; |'''Back Torso &amp;lt;br&amp;gt; Damage Transfer to CT'''&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''[[Engines#Standard_Engine|Standard]]'''&lt;br /&gt;
| +0%&lt;br /&gt;
| +50%&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''[[Engines#Extra_Light_Engine|IS XL]]'''&lt;br /&gt;
| +100%&lt;br /&gt;
| +200%&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''[[Engines#Light_Fusion_Engine|IS Light Fusion]]'''&lt;br /&gt;
| +50%&lt;br /&gt;
| +100%&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''[[Engines#Extra_Light_Engine|Clan XL]]'''&lt;br /&gt;
| +66%&lt;br /&gt;
| +200%&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''[[Engines#Compact_Fusion_Engine|Compact Fusion]]'''&lt;br /&gt;
| -34%&lt;br /&gt;
| +0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
In classic Battletech there are multiple types of power plants. ''In MW:LL we use following:''&lt;br /&gt;
&lt;br /&gt;
== Standard Engine ==&lt;br /&gt;
[[File:Fusion_engine.png|thumb|270px|Fusion Engine]]&lt;br /&gt;
This is the most common fusion engine found all over the Inner Sphere. It is considered the standard of military grade equipment from the space faring ships down to the light scouting vehicles and tools. Military Fusion (Standard) Engines are mounted in the Center Torso.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Due to the location, '''Mech center torso does not receive extra damage from blown side torsos.''' Also STD engine have reduced damage transfer rate from destroyed back torso from 3× to 1.5×. This makes mechs equipped with standard engines considerably more resilient to grievous damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Some [[tanks]], like the [[Partisan#Variant F|Partisan F]] or the [[Mars]], have fusion engines.&amp;lt;br&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Mechs]] with a standard engine lose 15% of their top speed when when their [[back torso]] has lost 80% of its armor. Once their back torso has lost all of its armor, an additional 10% of their top speed is lost (for a total of -25%).&lt;br /&gt;
&lt;br /&gt;
Mechs using standard engines:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:table; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 30px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 0px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|style=&amp;quot;text-align:center; font-size:13px; margin:auto; margin-bottom:2px; border:2px solid #e69710; border-radius: 8px; white-space:nowrap&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E; height:60px; width:100px&amp;quot;|'''Faction'''&lt;br /&gt;
! style=&amp;quot;font-size:14px; background:#2E2E2E;width:200px&amp;quot; |'''Chassis'''&lt;br /&gt;
! style=&amp;quot;font-size:14px; background:#2E2E2E;width:200px&amp;quot; |'''Variant'''&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''Inner&amp;lt;br&amp;gt;Sphere'''&lt;br /&gt;
| [[Warhammer]]&lt;br /&gt;
| Prime&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
| [[Atlas]]&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| [[Fafnir]]&lt;br /&gt;
| A,D,F,G&lt;br /&gt;
|- style=&amp;quot;background:#3E3E3E&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:14px; background:#2E2E2E;&amp;quot;|'''Clan'''&lt;br /&gt;
| [[Locust IIC]]&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
| [[Hellhound]]&lt;br /&gt;
| Prime,A,C,E,F,G&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Version tag | width: 100%| Version147=0.14.7}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Extra Light Engine ==&lt;br /&gt;
[[File:Damage_transfer.png|thumb|200px|Damage Transfer]]&lt;br /&gt;
Better known as the '''XL Engine''', it's a technological leap lost to the fog of war. The XL engines are lighter, more expensive and prone to more easy undergo critical destruction than the STD counterparts. Other than that, they share the same power rating as the other engine types.&amp;lt;br&amp;gt;&lt;br /&gt;
*Clan require 10 slots (6 in center torso; 2 per side torso) - '''1.6x''' damage multiplier is applied due to blown side torsos and when overheating.&lt;br /&gt;
*IS require 12 slots (6 in center torso; 3 per side torso) - '''2.0x''' damage multiplier is applied due to blown side torsos and when overheating.&lt;br /&gt;
*Damage Transfers from the ''Arms to Side Torso, Side Torso to the Center Torso and Legs to Side Torso'' (see [[Damage Types]])&lt;br /&gt;
Most Mechs in MW:LL use XL engines, only exceptions being the STD engine variants (see table above)&lt;br /&gt;
&lt;br /&gt;
[[Mechs]] with an XL engine lose 34% of their top speed when when their [[back torso]] has lost 80% of its armor. Once their back torso has lost all of its armor, an additional 16% of their top speed is lost (for a total of -50%).&lt;br /&gt;
&lt;br /&gt;
== Light Fusion Engine ==&lt;br /&gt;
Designed to mimic the compact profile and light weight of Clan-tech XL engines, the light fusion engine weighs only 75% of a standard fusion engine. While not as dramatic as the 50% weight saving of an XL Engine, the real benefit of the light fusion engine is that while it intrudes into the side torsos of a BattleMech, it takes up the same amount of space as a Clan extra-light engine, allowing a light fusion engine-equipped 'Mech to receive less damage transfer from destroyed side [[torso]]s, only a '''1.4x''' damage multiplier. 'Mechs with light fusion engines also take less damage from their back torso, only '''2x''' damage instead of 3x damage.&lt;br /&gt;
&lt;br /&gt;
== Compact Fusion Engine ==&lt;br /&gt;
&lt;br /&gt;
Currently only available on the [[Archangel]] and the [[Orion#Prime|Orion Prime]], the Compact Fusion Engine is very durable with a side torso damage transfer modifier of x0.66, back torso modifier x1.0, less speed loss from engine damage.&lt;br /&gt;
&lt;br /&gt;
Compact engines emerged in 3068. Once again developed by Lyran engineers, this engine type was apparently an alternative approach to the “smaller, harder-to-kill engine” problem initially authorized by General Nondi Steiner during the FedCom Civil War. The compact engine has 1/2 the physical size of the standard fusion plant, but weighs 50% more through the use of denser shielding and a smaller, high-density fusion bottle. One benefit of this arrangement is that penetrating hits are less likely to hit the smaller profile of the compact fusion engine than they would a bulkier standard fusion engine. A relatively new concept, few base variant 'Mechs utilize this engine. Among BattleMechs that use the compact fusion engine are the Word of Blake's '''''[[Archangel]]''''' and the Draconis Combine's '''''Wight'''''. In the face of the Blakist Jihad, General of the Armies Adam Steiner shared this technology with ComStar and—through them—other nominal Lyran allies, including the FedSuns and the Combine. Since then, sadly, Word of Blake Robes have managed to capture and reverse-engineer the technology as well.&lt;br /&gt;
&lt;br /&gt;
== Internal Combustion Engine ==&lt;br /&gt;
[[File:ICE.png|thumb|200px|Internal Combustion Engine aka ICE]]&lt;br /&gt;
On the periphery and in the dire times elsewhere, the ICE engines find their use in not only utility vehicles and mechs, but also in some main battle tanks and even some rare battle mechs. Its power output is less than a fusion engine of similar mass, meaning an I.C.E. needs to be heavier in order to have the same engine rating of a fusion engine. Internal Combustion Engines cannot power energy weapons without power amplifiers, unlike fusion engines. Many I.C.E.s can use practically any combustible material as viable fuel. ICE Engines are used due to the extremely low cost and abundance of fuel everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fusion Engine Explosions==&lt;br /&gt;
''an urban legend that won’t die'' &amp;lt;br&amp;gt;&lt;br /&gt;
And you protest, “But I saw a ’Mech explode on the news in a blinding flash of light! It had to be a nuke!” Or is it, “Well, what about that MechWarrior that buried a bunch of Clanners in a canyon with his exploding reactor?” Or would you ask, “Well, what about Tharkad City?” Okay…&lt;br /&gt;
&lt;br /&gt;
Fusion reactors do occasionally die in spectacular manners. But most of the time, the fireworks are not actually from an exploding reactor. What typically happens is that some heavy weapon manages to puncture the reactor itself. Since the reactor interior&lt;br /&gt;
is a vacuum, air would get sucked in and mix with the plasma, stopping the fusion reaction. Kilograms of cold air mixing with&lt;br /&gt;
a tiny mass of plasma… And, no, there’s not enough hydrogen in the reactor to really explode with the oxygen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''That puff of hot green gas you see occasionally coming from the back of a fusion engine.'' &lt;br /&gt;
&lt;br /&gt;
The fusion reactions in a BattleMech’s fusion engine occur only under very narrow conditions of temperature and pressure. Generally, the hotter and higher the pressure, the faster the reactions, and below a certain minimum, fusion simply ceases.&lt;br /&gt;
If you remember your ideal gas laws from chemistry…eh…the condensed version is that when you heat up a gas, it wants to&lt;br /&gt;
expand. If it can’t expand, its pressure increases. When a gas expands, its temperature drops. Remember those rules of thumb. &lt;br /&gt;
Fusion reactions drop when they get cooler. There are ways for the plasma to cool other than expansion.&lt;br /&gt;
One way is when the plasma touches the relatively frigid walls of the reaction chamber. If they do, the plasma will chill so rapidly&lt;br /&gt;
that fusion ceases instantly. That only leaves you with a puff of hot gas, with no continuing source to damage the reactor walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
from: TechManual.pdf&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
http://www.sarna.net/wiki/Fusion_Engine&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sarna.net/wiki/Fusion_Engine_-_XL&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.sarna.net/wiki/Fusion_Engine_-_Compact&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sarna.net/wiki/Internal_Combustion_Engine&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=14551</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=14551"/>
				<updated>2023-10-13T18:22:29Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Air Radar can't spot BA on its own.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
While obscuring one's self behind cover aids in being stealthy and deterring [[missile]] attacks, understanding the Radar system with its varied detection ranges and defenses against detection, is key to maintaining [[battlefield awareness]], avoiding missile [[lock]]s, and getting missile locks.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], to receive and share [[C3]] radar data, and to activate [[Automated Weapons]] and [[LAMS]].&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
====Advantages====&lt;br /&gt;
&lt;br /&gt;
* In ground [[asset|assets]], the user's radar signature is reduced considerably, by 750m, while in passive mode, even better than [[GECM]].&lt;br /&gt;
&lt;br /&gt;
* If the the user has [[C3]], then the user's radar signature is reduced by only 500m (effectively a 250m penalty), this means that if the user has both C3 and [[GECM]], there is no benefit to passive mode except when covered by allied [[AECM]].&lt;br /&gt;
&lt;br /&gt;
* Enemies shooting at targets with passive radar have their [[Radar#Lock On|Lock On Time]] increased by a multiplier of 1.75.&lt;br /&gt;
&lt;br /&gt;
====Disadvantages====&lt;br /&gt;
&lt;br /&gt;
* Passive radar mode reduces the user's maximum radar range to 300m. This means enemies with [[GECM]], covered by [[AECM]], or protected by [[Stealth Armor]] are completely undetectable in passive mode.&lt;br /&gt;
&lt;br /&gt;
* All of the user's own electronics are disabled in passive mode.&lt;br /&gt;
&lt;br /&gt;
* [[BAP]] and [[BHP]] do not extend the user's radar range while in passive mode.&lt;br /&gt;
&lt;br /&gt;
* [[LAMS]] and [[PDS]] are disabled while in passive mode.&lt;br /&gt;
&lt;br /&gt;
* The user's own [[AECM]] will not block [[NARC|NARCs]], generate [[CBills]], or help reduce the radar signature of allies while in passive mode.&lt;br /&gt;
&lt;br /&gt;
* Passive radar doesn't reduce the radar signature of [[Aerospace]] and [[VTOL|VTOLs]] at all. It only increases [[Radar#Lock On|Lock On Time]]. This also means that players in Aerospace and VTOLs with [[GECM]] do not benefit at all from passive mode.&lt;br /&gt;
&lt;br /&gt;
==Expanded Tactical Map==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:152px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Key.jpg|150px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Contact Key&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:152px; background-color:#4c4c4c; border: 1px solid #6c6c6c; border-radius:2px; padding:3px 3px 8px 3px; float:right; margin-left:5px; margin-top:5px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Expanded Tactical Map.jpg|150px|center|]]&amp;lt;div class=&amp;quot;center&amp;quot; style=&amp;quot;width:auto; margin-left:auto; margin-right:auto;&amp;quot;&amp;gt;Expanded Tactical Map&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Also referred to as the &amp;quot;map menu,&amp;quot; &amp;quot;spawn menu,&amp;quot; or &amp;quot;map screen,&amp;quot; the expanded Tactical Map is accessed with '''[m]'''. In this menu a base can be left clicked on. The selected base will appear in the [[HUD]] with a range to aid in navigation. If the selected base is friendly and capable of spawning battle armor, then it will be your spawn location for your next life. This menu also has a key.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Target==&lt;br /&gt;
Targeting allies and enemies can reveal detailed information like remaining [[armor]], [[chassis type]], or specific chassis. Audio notifications are also provided when the target is [[immobilized]] or [[destroyed]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There are a variety of possible targeting buttons including:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Target under [[reticle]]: '''[Q]''' This works only to target enemies and allies that are directly under one's reticle. Does not work on mech [[legs]].&amp;lt;br&amp;gt;&lt;br /&gt;
*Target nearest enemy: '''[E]''' Targets the closest enemy.&amp;lt;br&amp;gt;&lt;br /&gt;
*Target next enemy: '''[Mouse Wheel Up]''' Targets enemies in a sequence.&amp;lt;br&amp;gt;&lt;br /&gt;
*Target previous enemy: '''[Mouse Wheel Down]''' Targets enemies in a sequence, in reverse.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Target nearest friendly: '''[N]''' Targets closest ally.&amp;lt;br&amp;gt;&lt;br /&gt;
*Target next friendly: '''[B]''' Targets allies in a sequence.&amp;lt;br&amp;gt;&lt;br /&gt;
*Target previous friendly: '''[V]''' Targets allies in a sequence, in reverse.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Other possible targeting buttons, enabled using the [[actionmapper]]:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Targeting buttons that differentiate between air and ground targets.&lt;br /&gt;
&lt;br /&gt;
==Lock On==&lt;br /&gt;
Many weapons systems require lock on, also known as missile lock, in order to properly track their target. Each weapons system has a default lock on delay that is then modified with '''''multipliers''''' based on the user and the target.&lt;br /&gt;
&lt;br /&gt;
*[[Crouch/Deploy|Crouching/Deploying]] decreases the user's weapon's lock on time by a multiplier of 0.25, (by 75%).&lt;br /&gt;
&lt;br /&gt;
*[[GECM]] and [[Passive Radar]] increase hostile lock on time by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[AECM]] increases hostile lock on time for nearby allies by a multiplier of 1.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[Anubis]] [[Stealth Armor]] increases hostile lock on time by a multiplier of 2.75, [[BHP]] subtracts 0.75 from the multiplier and [[BAP]] subtracts 0.375 from the multiplier.&lt;br /&gt;
&lt;br /&gt;
*[[GECM|Air GECM]] increases hostile lock on time by a multiplier of 2.75. [[BHP]] subtracts 0.95 from the multiplier and [[BAP]] subtracts 0.6 from the multiplier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;sortable hoverTable statTable stickyCol stickyHead&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 120px; left:0; z-index:99999&amp;quot; | '''Equipment and Stance'''&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | '''Target Equipment'''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''None'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Radar#Passive Radar|Passive Radar]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[GECM]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Stealth Armor|Stealth&amp;amp;nbsp;Armor]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[AECM]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[GECM | AirGECM]]'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Standard Radar&lt;br /&gt;
| 1&lt;br /&gt;
| 1.75&lt;br /&gt;
| 1.75&lt;br /&gt;
| 2.25&lt;br /&gt;
| 1.50&lt;br /&gt;
| 2.75&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Standard + Crouched&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.44&lt;br /&gt;
| 0.44&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.38&lt;br /&gt;
| 0.69&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[BAP]]&lt;br /&gt;
| 0.63&lt;br /&gt;
| 1.38&lt;br /&gt;
| 1.38&lt;br /&gt;
| 1.88&lt;br /&gt;
| 1.13&lt;br /&gt;
| 2.15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[BAP]] + Crouched&lt;br /&gt;
| 0.16&lt;br /&gt;
| 0.34&lt;br /&gt;
| 0.34&lt;br /&gt;
| 0.47&lt;br /&gt;
| 0.28&lt;br /&gt;
| 0.54&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[BHP]]&lt;br /&gt;
| 0.25&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1.5&lt;br /&gt;
| 0.75&lt;br /&gt;
| 1.8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! [[BHP]] + Crouched&lt;br /&gt;
| 0.06&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.375&lt;br /&gt;
| 0.19&lt;br /&gt;
| 0.45&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Battle Armor]] Radar==&lt;br /&gt;
&lt;br /&gt;
Battle Armor Radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar. Battle Armor can only see other Battle Armor when they are within 150m of each other. Battle Armor can not be detected by VTOL and ASF Radars, they require a ground asset with C3 to detect and share the BA contact with them to be able to target them on Radar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges.&lt;br /&gt;
* Units equipped with [[Stealth Armor]] have reduced detection ranges.&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the [[Electronic Warfare#Detail|detailed identification range]].&lt;br /&gt;
* Targets detected by an asset with C3 will be [[C3#Range|broadcast]] to all friendlies with active radar that are within the radar range of the C3 equipped asset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;sortable hoverTable statTable stickyCol stickyHead&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 120px&amp;quot; | '''Asset'''&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 120px; left:0; z-index:99999&amp;quot; | '''Detection Equipment'''&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | '''Detected Object'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | '''[[Mechs]] and [[Vehicles]]'''&lt;br /&gt;
! '''[[Battle Armor]]'''&lt;br /&gt;
! '''[[VTOL]] and [[ASF]]'''''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[Stealth Armor|Stealth&amp;amp;nbsp;Armor]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Gameplay Tactics#Power Down|Powered Down]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''BA Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active &amp;amp; Passive (+AirGECM)'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; style=&amp;quot;white-space: normal&amp;quot;| [[Mechs]] and [[Vehicles]]&lt;br /&gt;
! Active Radar&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 300m&lt;br /&gt;
| 400m&lt;br /&gt;
| 250m&lt;br /&gt;
| ---&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 150m&lt;br /&gt;
| 1000m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Passive Radar&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 150m&lt;br /&gt;
| 300m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Active Radar + [[BAP]]&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 500m&lt;br /&gt;
| 600m&lt;br /&gt;
| 450m&lt;br /&gt;
| ---&lt;br /&gt;
| 700m&lt;br /&gt;
| 100m&lt;br /&gt;
| 100m&lt;br /&gt;
| 250m&lt;br /&gt;
| 1200m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Active Radar + [[BHP]]&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 700m&lt;br /&gt;
| 800m&lt;br /&gt;
| 650m&lt;br /&gt;
| 50m&lt;br /&gt;
| 900m&lt;br /&gt;
| 300m&lt;br /&gt;
| 300m&lt;br /&gt;
| 350m&lt;br /&gt;
| 1400m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; style=&amp;quot;background-color: #3E3E3E&amp;quot; | [[VTOL]]s&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | Active Radar&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 500m&lt;br /&gt;
| 600m&lt;br /&gt;
| 450m&lt;br /&gt;
| ---&lt;br /&gt;
| 700m&lt;br /&gt;
| 100m&lt;br /&gt;
| 100m&lt;br /&gt;
| ---&lt;br /&gt;
| 1200m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | Passive Radar&lt;br /&gt;
| 700m&lt;br /&gt;
| 200m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 200m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 700m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | Active Radar + [[BAP]]&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 700m&lt;br /&gt;
| 800m&lt;br /&gt;
| 650m&lt;br /&gt;
| 50m&lt;br /&gt;
| 900m&lt;br /&gt;
| 300m&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| 1400m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | Active Radar + [[BHP]]&lt;br /&gt;
| 1600m&lt;br /&gt;
| 1100m&lt;br /&gt;
| 900m&lt;br /&gt;
| 1000m&lt;br /&gt;
| 850m&lt;br /&gt;
| 250m&lt;br /&gt;
| 1100m&lt;br /&gt;
| 500m&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| 1600m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | [[ASF]]s&lt;br /&gt;
! Active Radar&lt;br /&gt;
| 1500m&lt;br /&gt;
| 1000m&lt;br /&gt;
| 800m&lt;br /&gt;
| 900m&lt;br /&gt;
| 750m&lt;br /&gt;
| 150m&lt;br /&gt;
| 1000m&lt;br /&gt;
| 400m&lt;br /&gt;
| 400m&lt;br /&gt;
| ---&lt;br /&gt;
| 1500m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Passive Radar&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 300m&lt;br /&gt;
| 400m&lt;br /&gt;
| 250m&lt;br /&gt;
| ---&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1000m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Active Radar + [[BAP]]&lt;br /&gt;
| 1700m&lt;br /&gt;
| 1200m&lt;br /&gt;
| 1000m&lt;br /&gt;
| 1100m&lt;br /&gt;
| 950m&lt;br /&gt;
| 350m&lt;br /&gt;
| 1200m&lt;br /&gt;
| 600m&lt;br /&gt;
| 600m&lt;br /&gt;
| ---&lt;br /&gt;
| 1700m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Active Radar + [[BHP]]&lt;br /&gt;
| 1900m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 1200m&lt;br /&gt;
| 1300m&lt;br /&gt;
| 1150m&lt;br /&gt;
| 550m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 700m&lt;br /&gt;
| 800m&lt;br /&gt;
| ---&lt;br /&gt;
| 1900m&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | [[Battle Armor]]&lt;br /&gt;
! style=&amp;quot;background-color: #3E3E3E&amp;quot; | BA Radar&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 150m&lt;br /&gt;
| 350m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size:12px; margin:auto; width:100%; max-width: 1680px; margin-bottom: 30px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot; width: 100%; text-align:left;&amp;quot; | *Under the effect of a friendly AECM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile [[Radar#Lock On|lock on time]].&lt;br /&gt;
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 600 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, (+100 for detecting BA).&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, (+200 for detecting BA).&lt;br /&gt;
* [[C3]] - Allows sharing Radar data in active radar mode, the user's own passive radar signature is reduced by only -500 meters instead of the usual -750 meters.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11649</id>
		<title>Talk:Screenshake</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11649"/>
				<updated>2020-12-12T16:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: SimulteEplosion black box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deimos:&lt;br /&gt;
&lt;br /&gt;
just leaving this here so I don't have to search it in the code again&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  float dist = (pClientActor-&amp;gt;GetEntity()-&amp;gt;GetWorldPos() - explosionInfo.pos).len();&lt;br /&gt;
  Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;&lt;br /&gt;
  eyeToExplosion.Normalize();&lt;br /&gt;
  bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) &amp;gt; 0.68f);&lt;br /&gt;
  if(pActor &amp;amp;&amp;amp; pActor-&amp;gt;GetLinkedVehicle())&lt;br /&gt;
  {&lt;br /&gt;
    Vec3 eyeDir = static_cast&amp;lt;CPlayer*&amp;gt;(pActor)-&amp;gt;GetVehicleViewDir();&lt;br /&gt;
    inFOV = (eyeDir.Dot(eyeToExplosion) &amp;gt; 0.68f);&lt;br /&gt;
  }&lt;br /&gt;
  if(inFOV &amp;amp;&amp;amp; (dist &amp;lt; explosionInfo.radius))&lt;br /&gt;
  {&lt;br /&gt;
    if (explosionInfo.damage&amp;gt;10.0f || explosionInfo.pressure&amp;gt;100.0f)&lt;br /&gt;
    {&lt;br /&gt;
      //Add some angular impulse to the client actor depending on distance, direction...&lt;br /&gt;
      float dt = (1.0f - dist/explosionInfo.radius);&lt;br /&gt;
      dt = dt * dt;&lt;br /&gt;
      float angleZ = g_PI*0.15f*dt;&lt;br /&gt;
      float angleX = g_PI*0.15f*dt;&lt;br /&gt;
      pActor-&amp;gt;AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
there is some additional cry engine black box magic in SimulateExplosion&lt;br /&gt;
&lt;br /&gt;
pressure    Explosion impulse pressure at radius distance from epicenter.&lt;br /&gt;
&lt;br /&gt;
min_phys_radius    Explosion minimal radius, at this radius full pressure is applied.&lt;br /&gt;
&lt;br /&gt;
max_phys_radius    Explosion maximal radius, at this radius impulse pressure will be reaching zero.&lt;br /&gt;
&lt;br /&gt;
and that is the best I could find in the cry engine docs&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11648</id>
		<title>Talk:Screenshake</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11648"/>
				<updated>2020-12-12T15:57:34Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deimos:&lt;br /&gt;
&lt;br /&gt;
just leaving this here so I don't have to search it in the code again&lt;br /&gt;
&lt;br /&gt;
also doesn't that mean that screenshake doesn't scale with pressure but explosion radius?&lt;br /&gt;
&lt;br /&gt;
might have to change that&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  float dist = (pClientActor-&amp;gt;GetEntity()-&amp;gt;GetWorldPos() - explosionInfo.pos).len();&lt;br /&gt;
  Vec3 eyeToExplosion = explosionInfo.pos - state.eyePosition;&lt;br /&gt;
  eyeToExplosion.Normalize();&lt;br /&gt;
  bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) &amp;gt; 0.68f);&lt;br /&gt;
  if(pActor &amp;amp;&amp;amp; pActor-&amp;gt;GetLinkedVehicle())&lt;br /&gt;
  {&lt;br /&gt;
    Vec3 eyeDir = static_cast&amp;lt;CPlayer*&amp;gt;(pActor)-&amp;gt;GetVehicleViewDir();&lt;br /&gt;
    inFOV = (eyeDir.Dot(eyeToExplosion) &amp;gt; 0.68f);&lt;br /&gt;
  }&lt;br /&gt;
  if(inFOV &amp;amp;&amp;amp; (dist &amp;lt; explosionInfo.radius))&lt;br /&gt;
  {&lt;br /&gt;
    if (explosionInfo.damage&amp;gt;10.0f || explosionInfo.pressure&amp;gt;100.0f)&lt;br /&gt;
    {&lt;br /&gt;
      //Add some angular impulse to the client actor depending on distance, direction...&lt;br /&gt;
      float dt = (1.0f - dist/explosionInfo.radius);&lt;br /&gt;
      dt = dt * dt;&lt;br /&gt;
      float angleZ = g_PI*0.15f*dt;&lt;br /&gt;
      float angleX = g_PI*0.15f*dt;&lt;br /&gt;
      pActor-&amp;gt;AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11647</id>
		<title>Talk:Screenshake</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11647"/>
				<updated>2020-12-12T15:48:32Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: added dist and inFOV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deimos:&lt;br /&gt;
&lt;br /&gt;
just leaving this here so I don't have to search it in the code again&lt;br /&gt;
&lt;br /&gt;
also doesn't that mean that screenshake doesn't scale with pressure but explosion radius?&lt;br /&gt;
&lt;br /&gt;
might have to change that&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  float dist = (pClientActor-&amp;gt;GetEntity()-&amp;gt;GetWorldPos() - explosionInfo.pos).len();&lt;br /&gt;
  bool inFOV = (state.eyeDirection.Dot(eyeToExplosion) &amp;gt; 0.68f);&lt;br /&gt;
  if(inFOV &amp;amp;&amp;amp; (dist &amp;lt; explosionInfo.radius))&lt;br /&gt;
  {&lt;br /&gt;
    if (explosionInfo.damage&amp;gt;10.0f || explosionInfo.pressure&amp;gt;100.0f)&lt;br /&gt;
    {&lt;br /&gt;
      //Add some angular impulse to the client actor depending on distance, direction...&lt;br /&gt;
      float dt = (1.0f - dist/explosionInfo.radius);&lt;br /&gt;
      dt = dt * dt;&lt;br /&gt;
      float angleZ = g_PI*0.15f*dt;&lt;br /&gt;
      float angleX = g_PI*0.15f*dt;&lt;br /&gt;
      pActor-&amp;gt;AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11646</id>
		<title>Talk:Screenshake</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Talk:Screenshake&amp;diff=11646"/>
				<updated>2020-12-10T19:02:50Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: screenshake code snippet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deimos:&lt;br /&gt;
&lt;br /&gt;
just leaving this here so I don't have to search it in the code again&lt;br /&gt;
&lt;br /&gt;
also doesn't that mean that screenshake doesn't scale with pressure but explosion radius?&lt;br /&gt;
&lt;br /&gt;
might have to change that&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  if(inFOV &amp;amp;&amp;amp; (dist &amp;lt; explosionInfo.radius))&lt;br /&gt;
  {&lt;br /&gt;
    if (explosionInfo.damage&amp;gt;10.0f || explosionInfo.pressure&amp;gt;100.0f)&lt;br /&gt;
    {&lt;br /&gt;
      //Add some angular impulse to the client actor depending on distance, direction...&lt;br /&gt;
      float dt = (1.0f - dist/explosionInfo.radius);&lt;br /&gt;
      dt = dt * dt;&lt;br /&gt;
      float angleZ = g_PI*0.15f*dt;&lt;br /&gt;
      float angleX = g_PI*0.15f*dt;&lt;br /&gt;
      pActor-&amp;gt;AddAngularImpulse(Ang3(Random(-angleX*0.5f,angleX),0.0f,Random(-angleZ,angleZ)),0.0f,dt*2.0f);&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Maps&amp;diff=10747</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Maps&amp;diff=10747"/>
				<updated>2020-09-05T11:40:50Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[MWLL]] features a diverse group of Maps that offer new and interesting challenges for players to overcome while battling it out. The MWLL community has also contributed, producing incredibly well-made custom maps in the short time since the Beta released, increasing the number of maps further. There are currently five playable game modes, [[Team Solaris Arena]], [[Test of Strength]], [[Terrain Control]], [[Solaris Arena]] and [[Last Man Standing]]. Because of the similarity between game modes, Team Solaris Arena and Test of Strength share maps, as do Solaris Arena and Last Man Standing. Additionaly [[Team Solaris Arena]] can also be played on all [[Terrain Control]] maps.&lt;br /&gt;
Currently all the official maps are delivered via the game installation and the additional community maps are held in an [https://mechlivinglegends.net/maps/ community repository] and it's mirrors from [https://mwll.12vr.org/mechlivinglegends.net/maps/ 12thVR] and [https://maps.mekmaster.com/ mekmaster]. For the rotation roster and some more map usage info there are the [http://mwll-tc.12vr.org/stats/ 12tnVR stats].&lt;br /&gt;
&lt;br /&gt;
==Official Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TC ([[Terrain Control]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Altay]]|&lt;br /&gt;
[[Image:TC_Altay.jpg|x200px|link=TC Altay]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Bogs]]|&lt;br /&gt;
[[Image:TC_Bogs.jpg|x200px|link=TC Bogs]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC DeathValley]]|&lt;br /&gt;
[[Image:TC_DeathValley.jpg|x200px|link=TC DeathValley]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Dune]]|&lt;br /&gt;
[[Image:TC Dune-4 crop.jpg|x200px|link=TC Dune]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot; display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC DustBowl]]|&lt;br /&gt;
[[Image:TC_Dustbowl.jpg|x200px|link=TC DustBowl]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Enkeladus]]|&lt;br /&gt;
[[Image:TC_Enkeladus.jpg|x200px|link=TC Enkeladus]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Forsaken]]|&lt;br /&gt;
[[Image:TC_Forsaken2.jpg|x200px|link=TC Forsaken]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Frostbite]]|&lt;br /&gt;
[[Image:Frostbite.jpg|x200px|link=TC Frostbite]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Harvest]]|&lt;br /&gt;
[[Image:TC_Harvest.jpg|x200px|link=TC Harvest]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Inferno]]|&lt;br /&gt;
[[Image:SA_Inferno.jpg|x200px|link=TC Inferno]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC IvoryTower]]|&lt;br /&gt;
[[Image:TC_IvoryTower.jpg|x200px|link=TC IvoryTower]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Kagoshima]]|&lt;br /&gt;
[[Image:TC_Kagoshima.jpg|x200px|link=TC Kagoshima]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot; display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Marshes]]|&lt;br /&gt;
[[Image:Marshes.jpg|x200px|link=TC Marshes]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Mirage]]|&lt;br /&gt;
[[Image:TC_MirageOverview.jpg|x200px|link=TC Mirage]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Oasis]]|&lt;br /&gt;
[[Image:TC_Oasis-7_crop.jpg|x200px|link=TC Oasis]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Outskirts]]|&lt;br /&gt;
[[Image:TC_Outskirts-1.jpg|x200px|link=TC Outskirts]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Palisades]]|&lt;br /&gt;
[[Image:TC Palisades1 crop.jpg|x200px|link=TC Palisades]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Sandblasted]]|&lt;br /&gt;
[[Image:TSA_Sandblasted.jpg|x200px|link=TC Sandblasted]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Scorched]]|&lt;br /&gt;
[[Image:TC_Scorched1_crop.jpg|x200px|link=TC Scorched]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC StoneRose]]|&lt;br /&gt;
[[Image:TC StoneRoseV2-2 crop.jpg|x200px|link=TC StoneRose]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Taiga]]|&lt;br /&gt;
[[Image:TC_Taiga.jpg|x200px|link=TC Taiga]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC ThunderRift]]|&lt;br /&gt;
[[Image:Thunder-Rift.jpg|x200px|link=TC ThunderRift]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Tukayyid]]|&lt;br /&gt;
[[Image:Tukk-3-dusk crop.jpg|x200px|link=TC Tukayyid]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC ValleyForge]]|&lt;br /&gt;
[[Image:TC_ValleyForge.jpg|x200px|link=TC ValleyForge]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Wildlands]]|&lt;br /&gt;
[[Image:TC_Wildlands-9_crop.jpg|x200px|link=TC Wildlands]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===TSA ([[Team Solaris Arena]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Clearcut]]|&lt;br /&gt;
[[Image:TSA Clearcut crop.jpg|x200px|link=TSA Clearcut]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Extremity]]|&lt;br /&gt;
[[Image:Extremity.jpg|x200px|link=TSA Extremity]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Frostbite]]|&lt;br /&gt;
[[Image:Frostbite.jpg|x200px|link=TSA Frostbite]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Marshes]]|&lt;br /&gt;
[[Image:Marshes.jpg|x200px|link=TSA Marshes]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Mirage]]|&lt;br /&gt;
[[Image:TSA_Mirage.jpg|x200px|link=TSA Mirage]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Palisades]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Palisades]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Sandblasted]]|&lt;br /&gt;
[[Image:TSA_Sandblasted.jpg|x200px|link=TSA Sandblasted]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA ThunderRift]]|&lt;br /&gt;
[[Image:Thunder-Rift.jpg|x200px|link=TSA ThunderRift]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===SA ([[Solaris Arena]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Broken Vista]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=SA Broken Vista]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Gladiator]]|&lt;br /&gt;
[[Image:SA Gladiator1 crop.jpg|x200px|link=SA Gladiator]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Glory]]|&lt;br /&gt;
[[Image:SA_Glory.jpg|x200px|link=SA Glory]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA HelsGate]]|&lt;br /&gt;
[[Image:SA_HelsGate.jpg|x200px|link=SA HelsGate]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Jungle]]|&lt;br /&gt;
[[Image:SA_Jungle.jpg|x200px|link=SA Jungle]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Community Maps==&lt;br /&gt;
&lt;br /&gt;
Community maps can be downloaded from [http://clanjadewolf.net/mwll/maps/ here], which also offers links that can be used for the map autodownloader. To install them, simply download and unzip the archive into your MWLL/Games/Multiplayer directory. Some archives are packed differently and thus need to be extracted or copied into a different level of the game's directory tree as a result.&lt;br /&gt;
&lt;br /&gt;
If you are interested in helping create new maps for the community please check out [[Map Editing]] and the [[Terrain Control Tutorial for Mappers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terrain Control Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC AcidKotH]]|&lt;br /&gt;
[[Image:TC_AcidKotH-2_crop.jpg|x200px|link=TC AcidKotH]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC CityTech]]|&lt;br /&gt;
[[Image:TC CityTech1 crop.jpg|x200px|link=TC CityTech]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Desolation]]|&lt;br /&gt;
[[Image:TC Desolation10 crop.jpg|x200px|link=TC Desolation]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Frontlines]]|&lt;br /&gt;
[[Image:TC Frontlines5 crop.jpg|x200px|link=TC Frontlines]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Lunacy]]|&lt;br /&gt;
[[Image:TC Lunacy1 crop.jpg|x200px|link=TC Lunacy]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC NewAvalon]]|&lt;br /&gt;
[[Image:TC_NewAvalon-1_crop.jpg|x200px|link=TC NewAvalon]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Phlegeton]]|&lt;br /&gt;
[[Image:TC Phlegeton1 crop.jpg|x200px|link=TC Phlegeton]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Qandahar]]|&lt;br /&gt;
[[Image:TC Qandahar1 crop.jpg|x200px|link=TC Qandahar]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC RingOfFire]]|&lt;br /&gt;
[[Image:TC RingOfFire6 crop.jpg|x200px|link=TC RingOfFire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC SiriusV]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TC SiriusV]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Urban Jungle]]|&lt;br /&gt;
[[Image:TC_Urban_Jungle-4.jpg|x200px|link=TC Urban Jungle]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Warzone]]|&lt;br /&gt;
[[Image:TC Warzone1 crop.jpg|x200px|link=TC Warzone]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Zoetermeer]]|&lt;br /&gt;
[[Image:TC ZoetermeerV6-1 crop.jpg|x200px|link=TC Zoetermeer]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TC ParadiseLost|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:'''&lt;br /&gt;
* '''Made by:''' Ancient Demise&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TC/TC_ParadiseLostV07.zip TC_ParadiseLost]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TC StarLeagueCache|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' Smaller map centered around an abandoned Star League cache&lt;br /&gt;
* '''Made by:''' Wilson&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TC/TC_StarLeagueCache05x.zip TC_StarLeagueCache]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Team Solaris Arena Maps:===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Alshain]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Alshain]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Carbon]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Carbon]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA ArcticCanyon|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' ---&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' EmyLightsaber&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_ArcticCanyon.zip TSA_ArcticCanyon]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA TheFeralFangs|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' ---&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' Blhurr&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_FeralFangs.zip TSA_TheFeralFangs]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left;&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA Gatorbait|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' An airfield on a large flat plateau surrounded by islands with connecting bridges, based off a ''MechWarrior 4'' map&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' Aidan&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_Gatorbait.zip TSA_Gatorbait]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Solaris Arena Maps:===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Carbon]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=SA Carbon]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left;&amp;quot;&lt;br /&gt;
{{ContentCell|420px|SA Alshain|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' In the icy peaks of the Polotmy Mountains, Clan Ghost Bear holds various trials along the slippery slopes&lt;br /&gt;
* '''Gamemodes:''' Solaris Arena, Last Man Standing&lt;br /&gt;
* '''Made by:''' Coffinail&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/SA/SA_Alshain.zip SA_Alshain]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|SA Coliseum|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' Thanks to its desolate desert local, the Coliseum is often described as the most brutal arena on the Solaris tour&lt;br /&gt;
* '''Gamemodes:''' Solaris Arena, Last Man Standing&lt;br /&gt;
* '''Made by:''' NotSoCoolJ&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/mwllmaps.com/maps/SA/SA_Coliseum_1310493618.zip SA_Coliseum]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating Custom Maps==&lt;br /&gt;
&lt;br /&gt;
All Maps came to existence by the Sandbox2 editor which is shipped with the game.&lt;br /&gt;
Those who are interested in creating new maps should begin with [[Map_Editing]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]][[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Maps&amp;diff=10746</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Maps&amp;diff=10746"/>
				<updated>2020-09-05T11:39:16Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: added map repo mirrors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[MWLL]] features a diverse group of Maps that offer new and interesting challenges for players to overcome while battling it out. The MWLL community has also contributed, producing incredibly well-made custom maps in the short time since the Beta released, increasing the number of maps further. There are currently five playable game modes, [[Team Solaris Arena]], [[Test of Strength]], [[Terrain Control]], [[Solaris Arena]] and [[Last Man Standing]]. Because of the similarity between game modes, Team Solaris Arena and Test of Strength share maps, as do Solaris Arena and Last Man Standing. Additionaly [[Team Solaris Arena]] can also be played on all [[Terrain Control]] maps.&lt;br /&gt;
Currently all the official maps are delivered via the game installation and the additional community maps are held in an [https://mechlivinglegends.net/maps/ community repository] and it's mirrors from [https://mwll.12vr.org/mechlivinglegends.net/maps/ 12th-VR] and [https://maps.mekmaster.com/ mekmaster]. For the rotation roster and some more map usage info there are the [http://mwll-tc.12vr.org/stats/ 12tnVR stats].&lt;br /&gt;
&lt;br /&gt;
==Official Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TC ([[Terrain Control]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Altay]]|&lt;br /&gt;
[[Image:TC_Altay.jpg|x200px|link=TC Altay]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Bogs]]|&lt;br /&gt;
[[Image:TC_Bogs.jpg|x200px|link=TC Bogs]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC DeathValley]]|&lt;br /&gt;
[[Image:TC_DeathValley.jpg|x200px|link=TC DeathValley]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Dune]]|&lt;br /&gt;
[[Image:TC Dune-4 crop.jpg|x200px|link=TC Dune]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot; display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC DustBowl]]|&lt;br /&gt;
[[Image:TC_Dustbowl.jpg|x200px|link=TC DustBowl]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Enkeladus]]|&lt;br /&gt;
[[Image:TC_Enkeladus.jpg|x200px|link=TC Enkeladus]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Forsaken]]|&lt;br /&gt;
[[Image:TC_Forsaken2.jpg|x200px|link=TC Forsaken]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Frostbite]]|&lt;br /&gt;
[[Image:Frostbite.jpg|x200px|link=TC Frostbite]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Harvest]]|&lt;br /&gt;
[[Image:TC_Harvest.jpg|x200px|link=TC Harvest]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Inferno]]|&lt;br /&gt;
[[Image:SA_Inferno.jpg|x200px|link=TC Inferno]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC IvoryTower]]|&lt;br /&gt;
[[Image:TC_IvoryTower.jpg|x200px|link=TC IvoryTower]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Kagoshima]]|&lt;br /&gt;
[[Image:TC_Kagoshima.jpg|x200px|link=TC Kagoshima]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot; display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Marshes]]|&lt;br /&gt;
[[Image:Marshes.jpg|x200px|link=TC Marshes]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Mirage]]|&lt;br /&gt;
[[Image:TC_MirageOverview.jpg|x200px|link=TC Mirage]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Oasis]]|&lt;br /&gt;
[[Image:TC_Oasis-7_crop.jpg|x200px|link=TC Oasis]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Outskirts]]|&lt;br /&gt;
[[Image:TC_Outskirts-1.jpg|x200px|link=TC Outskirts]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Palisades]]|&lt;br /&gt;
[[Image:TC Palisades1 crop.jpg|x200px|link=TC Palisades]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Sandblasted]]|&lt;br /&gt;
[[Image:TSA_Sandblasted.jpg|x200px|link=TC Sandblasted]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Scorched]]|&lt;br /&gt;
[[Image:TC_Scorched1_crop.jpg|x200px|link=TC Scorched]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC StoneRose]]|&lt;br /&gt;
[[Image:TC StoneRoseV2-2 crop.jpg|x200px|link=TC StoneRose]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Taiga]]|&lt;br /&gt;
[[Image:TC_Taiga.jpg|x200px|link=TC Taiga]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC ThunderRift]]|&lt;br /&gt;
[[Image:Thunder-Rift.jpg|x200px|link=TC ThunderRift]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Tukayyid]]|&lt;br /&gt;
[[Image:Tukk-3-dusk crop.jpg|x200px|link=TC Tukayyid]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC ValleyForge]]|&lt;br /&gt;
[[Image:TC_ValleyForge.jpg|x200px|link=TC ValleyForge]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Wildlands]]|&lt;br /&gt;
[[Image:TC_Wildlands-9_crop.jpg|x200px|link=TC Wildlands]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===TSA ([[Team Solaris Arena]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Clearcut]]|&lt;br /&gt;
[[Image:TSA Clearcut crop.jpg|x200px|link=TSA Clearcut]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Extremity]]|&lt;br /&gt;
[[Image:Extremity.jpg|x200px|link=TSA Extremity]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Frostbite]]|&lt;br /&gt;
[[Image:Frostbite.jpg|x200px|link=TSA Frostbite]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Marshes]]|&lt;br /&gt;
[[Image:Marshes.jpg|x200px|link=TSA Marshes]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Mirage]]|&lt;br /&gt;
[[Image:TSA_Mirage.jpg|x200px|link=TSA Mirage]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Palisades]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Palisades]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Sandblasted]]|&lt;br /&gt;
[[Image:TSA_Sandblasted.jpg|x200px|link=TSA Sandblasted]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA ThunderRift]]|&lt;br /&gt;
[[Image:Thunder-Rift.jpg|x200px|link=TSA ThunderRift]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===SA ([[Solaris Arena]]) Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Broken Vista]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=SA Broken Vista]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Gladiator]]|&lt;br /&gt;
[[Image:SA Gladiator1 crop.jpg|x200px|link=SA Gladiator]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Glory]]|&lt;br /&gt;
[[Image:SA_Glory.jpg|x200px|link=SA Glory]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA HelsGate]]|&lt;br /&gt;
[[Image:SA_HelsGate.jpg|x200px|link=SA HelsGate]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Jungle]]|&lt;br /&gt;
[[Image:SA_Jungle.jpg|x200px|link=SA Jungle]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Community Maps==&lt;br /&gt;
&lt;br /&gt;
Community maps can be downloaded from [http://clanjadewolf.net/mwll/maps/ here], which also offers links that can be used for the map autodownloader. To install them, simply download and unzip the archive into your MWLL/Games/Multiplayer directory. Some archives are packed differently and thus need to be extracted or copied into a different level of the game's directory tree as a result.&lt;br /&gt;
&lt;br /&gt;
If you are interested in helping create new maps for the community please check out [[Map Editing]] and the [[Terrain Control Tutorial for Mappers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Terrain Control Maps:===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC AcidKotH]]|&lt;br /&gt;
[[Image:TC_AcidKotH-2_crop.jpg|x200px|link=TC AcidKotH]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC CityTech]]|&lt;br /&gt;
[[Image:TC CityTech1 crop.jpg|x200px|link=TC CityTech]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Desolation]]|&lt;br /&gt;
[[Image:TC Desolation10 crop.jpg|x200px|link=TC Desolation]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Frontlines]]|&lt;br /&gt;
[[Image:TC Frontlines5 crop.jpg|x200px|link=TC Frontlines]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Lunacy]]|&lt;br /&gt;
[[Image:TC Lunacy1 crop.jpg|x200px|link=TC Lunacy]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC NewAvalon]]|&lt;br /&gt;
[[Image:TC_NewAvalon-1_crop.jpg|x200px|link=TC NewAvalon]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Phlegeton]]|&lt;br /&gt;
[[Image:TC Phlegeton1 crop.jpg|x200px|link=TC Phlegeton]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Qandahar]]|&lt;br /&gt;
[[Image:TC Qandahar1 crop.jpg|x200px|link=TC Qandahar]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC RingOfFire]]|&lt;br /&gt;
[[Image:TC RingOfFire6 crop.jpg|x200px|link=TC RingOfFire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC SiriusV]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TC SiriusV]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Urban Jungle]]|&lt;br /&gt;
[[Image:TC_Urban_Jungle-4.jpg|x200px|link=TC Urban Jungle]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Warzone]]|&lt;br /&gt;
[[Image:TC Warzone1 crop.jpg|x200px|link=TC Warzone]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TC Zoetermeer]]|&lt;br /&gt;
[[Image:TC ZoetermeerV6-1 crop.jpg|x200px|link=TC Zoetermeer]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TC ParadiseLost|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:'''&lt;br /&gt;
* '''Made by:''' Ancient Demise&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TC/TC_ParadiseLostV07.zip TC_ParadiseLost]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TC StarLeagueCache|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' Smaller map centered around an abandoned Star League cache&lt;br /&gt;
* '''Made by:''' Wilson&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TC/TC_StarLeagueCache05x.zip TC_StarLeagueCache]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Team Solaris Arena Maps:===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Alshain]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Alshain]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[TSA Carbon]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=TSA Carbon]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA ArcticCanyon|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' ---&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' EmyLightsaber&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_ArcticCanyon.zip TSA_ArcticCanyon]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA TheFeralFangs|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' ---&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' Blhurr&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_FeralFangs.zip TSA_TheFeralFangs]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left;&amp;quot;&lt;br /&gt;
{{ContentCell|420px|TSA Gatorbait|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' An airfield on a large flat plateau surrounded by islands with connecting bridges, based off a ''MechWarrior 4'' map&lt;br /&gt;
* '''Gamemodes:''' Team Solaris Arena, Test of Strength&lt;br /&gt;
* '''Made by:''' Aidan&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/TSA/TSA_Gatorbait.zip TSA_Gatorbait]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Solaris Arena Maps:===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:95%; margin:auto; text-align: center; margin-top:10px; margin-bottom:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;display: inline-block&amp;quot;&lt;br /&gt;
{{ContentCell|420px|[[SA Carbon]]|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|link=SA Carbon]]}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left;&amp;quot;&lt;br /&gt;
{{ContentCell|420px|SA Alshain|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' In the icy peaks of the Polotmy Mountains, Clan Ghost Bear holds various trials along the slippery slopes&lt;br /&gt;
* '''Gamemodes:''' Solaris Arena, Last Man Standing&lt;br /&gt;
* '''Made by:''' Coffinail&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/SA/SA_Alshain.zip SA_Alshain]}}&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;display: inline-block; text-align: left&amp;quot;&lt;br /&gt;
{{ContentCell|420px|SA Coliseum|&lt;br /&gt;
[[Image:MWLL-_logo.png|x200px|center|]]&lt;br /&gt;
* '''Description:''' Thanks to its desolate desert local, the Coliseum is often described as the most brutal arena on the Solaris tour&lt;br /&gt;
* '''Gamemodes:''' Solaris Arena, Last Man Standing&lt;br /&gt;
* '''Made by:''' NotSoCoolJ&lt;br /&gt;
* '''Download:''' [http://mechlivinglegends.net/maps/mwllmaps.com/maps/SA/SA_Coliseum_1310493618.zip SA_Coliseum]}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating Custom Maps==&lt;br /&gt;
&lt;br /&gt;
All Maps came to existence by the Sandbox2 editor which is shipped with the game.&lt;br /&gt;
Those who are interested in creating new maps should begin with [[Map_Editing]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]][[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=10745</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=10745"/>
				<updated>2020-09-05T11:27:01Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: auto-downloader fails&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As with any Beta release of software, the [[MWLL]] mod does suffer from some crashing, lockups and bugs, but also Crysis itself is not perfect, and many problems come from the main game more than MWLL itself.&lt;br /&gt;
&lt;br /&gt;
This FAQ aims to provide a list of frequently encountered technical problems in MWLL. If you do not find your question on here, you can find help in the #tech_support channel in our [[Discord]]!&lt;br /&gt;
&lt;br /&gt;
=='''Setup / Install / Starting Troubleshooting'''==&lt;br /&gt;
&lt;br /&gt;
===After downloading the MWLL Installer, the MWLL Launcher asks to update but then doesn't complete the update or work properly!===&lt;br /&gt;
&lt;br /&gt;
A: Follow these steps: &lt;br /&gt;
* Make sure you're running the MWLL Installer as administrator (right-click on the MWLL Installer, run as administrator) and re-run the installer.&lt;br /&gt;
# Try changing the install location somewhere outside of windows protected folders such as &amp;quot;program files&amp;quot; or the user folders.  You could put it in c:\games\mwll as an example.&lt;br /&gt;
# Try disabling your antivirus (Windows defender or similar) and/or set an exception for the '''Installer''' [MWLL-Installer.exe] file.&lt;br /&gt;
&lt;br /&gt;
* If the Launcher still does not update properly, close it and do the following:&lt;br /&gt;
# Try disabling your antivirus (Windows defender or similar) and/or set an exception for the '''Launcher''' [MWLLLauncher.exe] file which is located in your install location (hopefully c:\games\mwll).&lt;br /&gt;
# Make sure you're running the MWLL Launcher as administrator (right-click on the MWLL Launcher icon, run as administrator) and re-run the Launcher.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The server list is empty!===&lt;br /&gt;
&lt;br /&gt;
A: Our service needs purge and repopulate the server list at regular intervals. When this happens, it can take up to a minute until the list shows all servers again. Just give it some time!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===There are no players to play against!===&lt;br /&gt;
&lt;br /&gt;
A: You can check for the best times of day to play [https://stats.spikx.net/ here]. You can jump on the [[Discord]] and ask around if anyone would like to play. You can get on a [[12th Vegan Rangers| 12thVR server]] and type !requestbackup or !calltojohn in the in game chat to issue a Discord announcement. Or you can practice solo on one of the Training/Free Practice servers. They provide a large sum of [[Cbills]] letting you get the most powerful Assaults, Tanks, and Aircraft without having to earn them from regular gameplay. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The installer put the files into the wrong directory!===&lt;br /&gt;
&lt;br /&gt;
A: Right click on [https://stats.spikx.net/files/remove_mwll_install_info.reg this link], then click on &amp;quot;Save As&amp;quot;, and save it to your desktop, then merge it in your registry. Then, reboot your PC and run the MWLL installer. The installer should ask you for the MWLL installation directory now. Make sure to point it to the Crysis Wars installation directory, not to the MWLL directory!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===After a recent launcher update, it fails to start!===&lt;br /&gt;
&lt;br /&gt;
A: Version 3.3 of the launcher now requires .NET Framework 4.7. If you're still running an older OS such as Windows 7, you might have to install it manually. You'll nee the [https://dotnet.microsoft.com/download/dotnet-framework/thank-you/net47-web-installer .NET 4.7 Web Installer] and, if that complains, also [https://support.microsoft.com/en-us/help/4020302/the-net-framework-4-7-installation-is-blocked-on-windows-7-windows-ser KB4019990] prior to that. Alternatively, our MWLL Installer already includes .NET 4.7 too.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The old link to MWLL Launcher is not working anymore!===&lt;br /&gt;
&lt;br /&gt;
A: With MWLL 0.9.0, we shipped a brand new Launcher. We suggest to create a link that points to the new launcher while installing the MWLL patch. You can also navigate to the MWLL installation folder, right click on &amp;lt;code&amp;gt;MWLLLauncher&amp;lt;/code&amp;gt; and click &amp;lt;code&amp;gt;Send to&amp;lt;/code&amp;gt; -&amp;gt; &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I clicked on &amp;lt;code&amp;gt;Configure Controls&amp;lt;/code&amp;gt; on the Launcher, but nothing happens.===&lt;br /&gt;
&lt;br /&gt;
A: The Actionmapper application requires Java 32 bit to work. Click on [https://www.java.com/en/download/manual.jsp this link], then download the Windows Offline installer (not the 64 bit), and execute it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game doesn't start or crashes while starting===&lt;br /&gt;
&lt;br /&gt;
A: Follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make sure you installed all the redists. You find them in the installation folder of MWLL, in the &amp;lt;code&amp;gt;Redists&amp;lt;/code&amp;gt; folder. Do not attempt to install the 64 bit redistributables in 32 bit systems.&lt;br /&gt;
&lt;br /&gt;
* Click on the toolbox icon of the Launcher, check the &amp;lt;code&amp;gt;Verify Crysis Files&amp;lt;/code&amp;gt; option, then click on &amp;lt;code&amp;gt;Repair Install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If it crashes while launching, you might have a corrupted profile. In this case, you have to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, my screen goes black and nothing happens!===&lt;br /&gt;
&lt;br /&gt;
A: MWLL takes a while to start up due to the inbuilt client side cheat protection. On some machines this can give you up to 30 seconds of black screen, so give it a little while and see if it loads. If it still fails to load, try to follow these steps: &lt;br /&gt;
&lt;br /&gt;
* Make sure you installed MWLL using the new [http://mechlivinglegends.net/download/MWLL-Installer.exe Lite Installer Package] and you are using the new [https://wiki.mechlivinglegends.net/index.php/MWLL_Launcher MWLL Launcher]&lt;br /&gt;
* Try to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt; before starting the launcher.&lt;br /&gt;
* Try to restart Windows' BFE service. An alternative to restarting the BFE service is simply to reboot your computer.&lt;br /&gt;
** Close MWLL&lt;br /&gt;
** Click Start, type services.msc and hit enter&lt;br /&gt;
** Locate and right click on the service named BFE '''(Base Filtering Engine)'''&lt;br /&gt;
** Click on Restart&lt;br /&gt;
** Close the Services prompt, and start MWLL&lt;br /&gt;
* If this still fails, try to switch to either OpenDNS or GoogleDNS. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here]&lt;br /&gt;
&amp;lt;!-- * If all of this still fails, you can give the [http://forum.mechlivinglegends.net/index.php?topic=20534.msg353494#msg353494 Alt. Launcher] a try. It comes with its own server browser and bypasses GameSpy/Qtracker altogether. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, a weird console thing appears!===&lt;br /&gt;
&lt;br /&gt;
A: Just close it with tilde (~) or ESC. This is necessary to workaround an old CryEngine bug.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===MWLL won't allow me to select the correct resolution of my screen===&lt;br /&gt;
&lt;br /&gt;
A: There's a very tiny scroller on the right side of the drop down resolution list. Drag it down, and you should see all the resolution supported.&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars supports resolutions up to 1920x1200. If 1920x1200 is not available, make sure to disable any multi-GPU setup, such as Nvidia Optimus if on laptop, Nvidia SLI or AMD CrossFire if on desktop. You can also force higher resolutions in the config file, which is &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/game.cfg&amp;lt;/code&amp;gt; The commands are &amp;lt;code&amp;gt;r_width&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r_height&amp;lt;/code&amp;gt;, which respectively set the screen width and height resolution (in pixels)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I am stuck on the connecting screen, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If it works after waiting for 2 to 5 minutes, your ISP is most likely doing [https://en.wikipedia.org/wiki/DNS_hijacking DNS hijacking]. This practice is often done by ISPs in order to intercept mistyped or non-existent domain names and serve their own site instead.&lt;br /&gt;
&lt;br /&gt;
* If you are a customer of German Telekom, you can disable the [https://kundencenter.telekom.de/ &amp;quot;Navigationshilfe&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
* Otherwise, the only workaround is to switch to a different DNS server, such as Google DNS or 1.1.1.1. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here] or [https://1.1.1.1/#setup-instructions here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get &amp;quot;ERROR: Login information not found&amp;quot;, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If you already have restarted the game through our launcher without success, it's possible that your firewall or antivirus is blocking network communication. At least AVG is known to do this. Please add an exception for Crysis.exe to your firewall. If the game is installed in Program Files (x86) it might be a problem with the permissions that can be fixed by moving the install folder outside of Program Files (x86) to c:\games\mwll or similar.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I connect to a server, I get a &amp;quot;modified files&amp;quot; error and the game closes!===&lt;br /&gt;
&lt;br /&gt;
A: Just start the game again and connect normally. This is a bug that made it into 0.8 - it can happen when just having freshly installed MWLL.&lt;br /&gt;
If that doesn't solve it, you can click on &amp;lt;code&amp;gt;Verify Install&amp;lt;/code&amp;gt; on the new launcher.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I connect to a server, the auto-downloader continuously fails to download the map.===&lt;br /&gt;
&lt;br /&gt;
A: Close the game, download the map manually from the [https://mwll.12vr.org/mechlivinglegends.net/maps/ map repository] and extract the content of the zip archive to &amp;lt;code&amp;gt;...\Crysis Wars\Mods\MWLL\Game\Levels\&amp;lt;/code&amp;gt;&lt;br /&gt;
from there the path should line up with the folder structure in the zip archive &amp;lt;code&amp;gt;Multiplayer\Gamemode\Mapname&amp;lt;/code&amp;gt;.&lt;br /&gt;
Then you can restart the game and should be able to join the server.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=='''Game Crashes / Gameplay Troubleshooting'''==&lt;br /&gt;
&lt;br /&gt;
===My game crashes often, especially when I try to zoom!===&lt;br /&gt;
&lt;br /&gt;
A: Crashes happen. Sorry! We are working on fixing them. Here are some tweaks that could make the game more stable:&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars officially supports resolution up to 1920x1200. Anything above (2k, 4k) might cause unexpected crashes (especially while zooming).&lt;br /&gt;
* Make sure you are running 64 bit mode. You can set it on the Launcher. 32 bit mode is not recommended, as it is more unstable than the 64 bit mode.&lt;br /&gt;
* Try switching to DX9 mode in the Global Configuration section on the Launcher, if it doesn't help, switch back to DX10.&lt;br /&gt;
* Try running in Windowed mode as explained [https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting#How_can_I_run_the_game_in_Fullscreen-Window_.2F_Borderless-Window_mode.3F here]&lt;br /&gt;
* Disable ALL overlays! Anything that creates a pop-up or notification in-game may cause Crysis Wars to crash. Known overlay offenders are listed below:&lt;br /&gt;
** Nvidia Geforce Experience (In-Game Overlay), Radeon Adrenalin (In-Game Overlay and Toast Notifications), Steam, TeamSpeak, Discord.&lt;br /&gt;
* Disable hardware acceleration on your Discord client, if you are running it.&lt;br /&gt;
* Close your web browser.&lt;br /&gt;
* Make sure you don't run the game through Steam.&lt;br /&gt;
* If you are using a multi-GPU setup (Nvidia SLI, AMD CrossFire, or Nvidia Optimus), disable it. You don't really need much GPU power anyway.&lt;br /&gt;
* Reduce your graphical settings to medium. For details see ''[[Performance Guide]]''.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I lost my connection/crashed and now the server tells me &amp;quot;authentication failed&amp;quot; / I'm stuck on the loading screen when I try to reconnect!===&lt;br /&gt;
&lt;br /&gt;
A: Try again in 30-60 seconds. The server still sees your player and it takes a short while until it times out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have terrible ping and the game lags a lot!===&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;Red X&amp;quot; -- A: This can have many causes.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to where in the world the server you're playing on is located. Ping will increase with distance.&lt;br /&gt;
* Are you on Windows 10? Go to '''Windows Update settings -&amp;gt; Advanced options -&amp;gt; Choose how updates are delivered and set Updates from more than one place''' and set it to '''Off''' or '''PCs on my local network'''. Also [http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/ disable all telemetry] that you can find. You can also use [https://forums.spybot.info/downloads.php?id=56 Spybot Anti-Beacon] for this.&lt;br /&gt;
* Do you have an overeager firewall or antivirus? Try disabling it temporarily.&lt;br /&gt;
* Playing over WIFI adds additional latency and potential packet loss, try using a wired connection.&lt;br /&gt;
* Some modems/routers and ISPs have problems with the UDP packet rate that CryEngine 2 produces. Modems based on Intel's Puma 5/6/7 chipset are known to be bad, see [https://www.reddit.com/r/news/comments/7fjvvt/hundreds_of_millions_of_cable_modems_affected_by/ here], [https://www.theregister.co.uk/2018/08/14/intel_puma_modem/ here] and [https://www.dslreports.com/forum/r31134484- here]. Consider changing your network hardware if possible.&lt;br /&gt;
* If nothing helps, an option might be to stick to games with smaller player populations. Players who experience these problems can usually play fine on servers with up to 18 players. A couple of &amp;quot;low-lag&amp;quot; servers have been set up for this purpose.&lt;br /&gt;
* Furthermore, large games simply stress the engine a lot and you will occasionaly feel like you're lagging or see warping vehicles. This cannot be helped.&lt;br /&gt;
&lt;br /&gt;
Consider verifying your connectivity quality to the server by running the console command net_channelstats 2 as detailed [https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting#Diagnosing_MWLL_network_server_connectivity_with_the_console  here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get disconnected a lot during the game, the error reads &amp;quot;Malformed packet&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: It is not known where exactly this error comes from, and the dev team is looking into it with a high priority. It can happen to some players more than others. Some players report that restarting or even replacing their network router works around it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Discord / TeamSpeak / Steam overlays don't work!===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine hates overlays. Not really much to do about that. Using overlays is not advisable, because they negatively affect the game stability.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My console becomes black when I open it, and clouds, terrain or the HUD get funny colors.===&lt;br /&gt;
&lt;br /&gt;
A: This is known as the rainbow bug or shader bug, it can be fixed by clicking the &amp;quot;clear shader cache&amp;quot; button in the MWLL launcher. You can prevent this bug from happening by opening and closing the console after you started the game. You can add the line consoleshow to your user.cfg in your My Documents/My Games/Crysis Wars/MWLL/Client/ directory to have it open automatically. The combined installer should be unaffected as it already comes with such a suitable autoexec.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My sound is very choppy/keeps cutting out/pops.===&lt;br /&gt;
&lt;br /&gt;
A: In Windows, go to '''Control Panel -&amp;gt; Sound -&amp;gt; Select your playback device -&amp;gt; Click Properties -&amp;gt; Advanced tab'''. Problems can appear if you use a too high sample rate. Try with '''2 channel, 16 bit, 44100 Hz (CD Quality)'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have an high refresh rate monitor (75Hz, 120Hz, 144Hz), but when in Fullscreen mode, the screen will use a slower refresh rate (50Hz / 60Hz)===&lt;br /&gt;
&lt;br /&gt;
A: It's not possible to manually specify the refresh rate of the monitor while in Fullscreen mode, and for some reason, the game will cap the refresh rate at 50Hz / 60Hz if you do that. A solution for that is to run the game in Windowed mode. Also, remember to disable V-Sync (use &amp;lt;code&amp;gt;r_vsync=0&amp;lt;/code&amp;gt; in the console).&lt;br /&gt;
Another solution (tested only with nvidia gpu) is to go into your GPU's control panel, then go to Change Resolution.  Near the list of resolutions should be a &amp;quot;Customize&amp;quot; button.  Click that and create a custom resolution with one fewer pixel than normal (for instance, 1919x1080 instead of 1920x1080) and be sure the refresh rate is set to your desired refresh rate.  Next, use a user.cfg file to set r_width = 1919, so that it matches your new custom resolution.  Your desktop resolution does NOT need to be 1919x1080 for this to function.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How can I run the game in Fullscreen-Window / Borderless-Window mode?===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine 2 doesn't directly support that screen mode. Choose between these free third party applications that make this work:&lt;br /&gt;
* [https://github.com/Codeusa/Borderless-Gaming/releases Borderless Gaming]&lt;br /&gt;
* [http://westechsolutions.net/sites/WindowedBorderlessGaming WindowedBorderlessGaming] Working download link:[http://westechsolutions.net/sites/WindowedBorderlessGaming/WindowedBorderlessGaming_2.1.0.1.zip] &lt;br /&gt;
* Remember to set the game in Windowed mode via the Options &amp;gt; System Settings &amp;gt; Graphics section. Disable both fullscreen and VSync options. &lt;br /&gt;
* Set the game to run in DX10 mode as it usually works better for Windowed mode. The key combination Alt-Enter may work to toggle between Windowed mode and Fullscreen mode. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My mech's torso doesn't move like it should, controls are all wonky, what's up?===&lt;br /&gt;
&lt;br /&gt;
A: Make sure you have no gamepad or controller plugged in, as this can mess with Crysis' key and mouse inputs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I can't get my Joystick to work!===&lt;br /&gt;
&lt;br /&gt;
A: Crysis Wars only supports XInput devices. (i.e. X360 pad, or X360 emulators).&lt;br /&gt;
&lt;br /&gt;
You can workaround this by reading [http://wiki.mechlivinglegends.net/index.php/Joystick_Setup this guide] or see the [[Joystick Setup]] page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How do I disable force-feedback on my joystick/gamepad?===&lt;br /&gt;
&lt;br /&gt;
A: Add this to your user.cfg: &amp;lt;code&amp;gt;i_forcefeedback = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the Crysis Wars directory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I got my joystick/gamepad to work with MWLL, but the torso twist setup doesn't work. What's going on?===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, torso/turret twist with joystick/gamepads is currently not working; this means torso and turret twist can only be operated via mouse or keyboard for the time being. We aim to have this fixed for the next release.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===What happened to my configuration (autoexec.cfg) file? It worked just a patch ago!===&lt;br /&gt;
&lt;br /&gt;
A: Patch 0.8.6 introduced a new file structure where autoexec.cfg no longer controls various settings related to MWLL. Instead, look for the user.cfg (if it doesn't exist, you can just create it) in &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/User.cfg&amp;lt;/code&amp;gt; and place your settings there instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Diagnosing MWLL network server connectivity with the console===&lt;br /&gt;
&lt;br /&gt;
Open the MWLL console with the tilde/back-quote ['''`'''] key. In the console type:&lt;br /&gt;
&lt;br /&gt;
 net_channelstats 2 &lt;br /&gt;
&lt;br /&gt;
and close the console. Watch the stats over time and compare them to this '''good''' connection snapshot:&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
||[[File:Net_channelstats2-good-28plyrs.png|link={{filepath:Net_channelstats2-good-28plyrs.png}}|638px|left]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''pktrate''' = server requested packet rate.&lt;br /&gt;
* '''cur''' = client current packet rate - should be steady and not dip below the server pktrate.&lt;br /&gt;
**A good connection will show the '''cur''' rate fluctuating by 10%.&lt;br /&gt;
**The '''cur''' rate usually doesn't go over 65, even if the server requests higher. This is fine.&lt;br /&gt;
* '''loss''' = detected packet loss - should be 0 at all times. May not record all instances of packet loss though.&lt;br /&gt;
* '''dropped''' = packets dropped - should be very low if not 0. &lt;br /&gt;
* '''pq to''' = packet timeouts - should be very low if not 0.&lt;br /&gt;
* '''pktsz''' = packet size - should be very steady and between 1000 to 1300.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above net_channelstats 2 snapshot shows a '''good''' MWLL client connection to the server. &lt;br /&gt;
&lt;br /&gt;
The '''cur''' packet rate is '''above''' the server requested rate but not more than 40% higher.&lt;br /&gt;
&lt;br /&gt;
The number of '''dropped''' packets and '''pq to''' (packet timeouts) are '''0'''.&lt;br /&gt;
&lt;br /&gt;
The '''pktsz''' packet size is '''1272'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A bad connection snapshot:&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
||[[File:Net_channelstats2-bad-28plyrs-2.png|link={{filepath:Net_channelstats2-bad-28plyrs-2.png}}|634px|left]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This net_channelstats 2 snapshot shows a very '''poor''' MWLL client connection to the server. &lt;br /&gt;
&lt;br /&gt;
The '''cur''' packet rate is far below the server requested rate.&lt;br /&gt;
&lt;br /&gt;
The number of '''dropped''' packets is very high vs the total number of packets received and sent.&lt;br /&gt;
&lt;br /&gt;
There are '''pq to''' (packet timeouts) occurring.&lt;br /&gt;
&lt;br /&gt;
The player would have lots of difficulty controlling the direction/speed of their asset let alone targeting and damaging enemies successfully. All assets would appear to be warping and stuttering. Other players would see this player warping as well and would not be able to successfully hit him. A generally frustrating experience for everyone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consider checking [https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting#I_have_terrible_ping_and_the_game_lags_a_lot.21 here] for solutions to poor connectivity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To turn the stats off type:&lt;br /&gt;
&lt;br /&gt;
 net_channelstats 0&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:MWLL]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Missile_Weapons&amp;diff=10164</id>
		<title>Missile Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Missile_Weapons&amp;diff=10164"/>
				<updated>2020-05-06T13:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: narc bacon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Missiles''' are a type of [[weapon]] based on rocket-propelled explosives, often (but not always) featuring some form of guidance to target.  Multiple-launch missile units come in three main varieties -- Short-Range, Medium-Range, and Long-Range -- with a numerical designation indicating how many missiles are launched per volley.&lt;br /&gt;
&lt;br /&gt;
The only single-launch missile is the [[Thunderbolt]]. The [[NARC|NARC Beacon]] is also classified as a missile, though it does no damage.&lt;br /&gt;
&lt;br /&gt;
Missile launchers in MWLL are designated as follows:&lt;br /&gt;
&lt;br /&gt;
==[[Short Range Missiles]]==&lt;br /&gt;
* Short Range Missile 2 (SRM2)&lt;br /&gt;
* Short Range Missile 4 (SRM4)&lt;br /&gt;
* Short Range Missile 6 (SRM6)&lt;br /&gt;
* Clan Short Range Missile 2 (CSRM2)&lt;br /&gt;
* Clan Short Range Missile 4 (CSRM4)&lt;br /&gt;
* Clan Short Range Missile 6 (CSRM6)&lt;br /&gt;
* Dual Short Range Missile 4 (DSRM4)&lt;br /&gt;
* Dual Short Range Missile 6 (DSRM6)&lt;br /&gt;
* Clan Dual Short Range Missile 4 (CDSRM4)&lt;br /&gt;
* Clan Dual Short Range Missile 6 (CDSRM6)&lt;br /&gt;
&lt;br /&gt;
==[[Streak Short Range Missiles]]==&lt;br /&gt;
* Streak Short Range Missile 2 (SSRM2)&lt;br /&gt;
* Streak Short Range Missile 4 (SSRM4)&lt;br /&gt;
* Streak Short Range Missile 6 (SSRM6)&lt;br /&gt;
* Clan Streak Short Range Missile 2 (CSSRM2)&lt;br /&gt;
* Clan Streak Short Range Missile 4 (CSSRM4)&lt;br /&gt;
* Clan Streak Short Range Missile 6 (CSSRM6)&lt;br /&gt;
* Dual Streak Short Range Missile 4 (DSSRM4)&lt;br /&gt;
* Dual Streak Short Range Missile 6 (DSSRM6)&lt;br /&gt;
* Clan Dual Streak Short Range Missile 4 (CDSSRM4)&lt;br /&gt;
* Clan Dual Streak Short Range Missile 6 (CDSSRM6)&lt;br /&gt;
&lt;br /&gt;
==[[Medium Range Missiles]]==&lt;br /&gt;
* Medium Range Missile 10 (MRM10)&lt;br /&gt;
* Medium Range Missile 20 (MRM20)&lt;br /&gt;
* Medium Range Missile 30 (MRM30)&lt;br /&gt;
* Medium Range Missile 40 (MRM40)&lt;br /&gt;
&lt;br /&gt;
==[[Long Range Missiles]]==&lt;br /&gt;
* Long Range Missile 5 (LRM5)&lt;br /&gt;
* Long Range Missile 10 (LRM10)&lt;br /&gt;
* Long Range Missile 15 (LRM15)&lt;br /&gt;
* Long Range Missile 20 (LRM20)&lt;br /&gt;
* Clan Long Range Missile 5 (CLRM5)&lt;br /&gt;
* Clan Long Range Missile 10 (CLRM10)&lt;br /&gt;
* Clan Long Range Missile 15 (CLRM15)&lt;br /&gt;
* Clan Long Range Missile 20 (CLRM20)&lt;br /&gt;
&lt;br /&gt;
==[[Extended Long Range Missiles]]==&lt;br /&gt;
* Extended Long Range Missile 5 (ELRM5)&lt;br /&gt;
* Extended Long Range Missile 10 (ELRM10)&lt;br /&gt;
* Extended Long Range Missile 15 (ELRM15)&lt;br /&gt;
* Extended Long Range Missile 20 (ELRM20)&lt;br /&gt;
&lt;br /&gt;
==[[Advanced Tactical Missiles]]==&lt;br /&gt;
* Advanced Tactical Missile 3 (ATM3)&lt;br /&gt;
* Advanced Tactical Missile 6 (ATM6)&lt;br /&gt;
* Advanced Tactical Missile 9 (ATM9)&lt;br /&gt;
* Advanced Tactical Missile 12 (ATM12)&lt;br /&gt;
* Extended Range Advanced Tactical Missile 3 (ERATM3)&lt;br /&gt;
* Extended Range Advanced Tactical Missile 6 (ERATM6)&lt;br /&gt;
* Extended Range Advanced Tactical Missile 9 (ERATM9)&lt;br /&gt;
* Extended Range Advanced Tactical Missile 12 (ERATM12)&lt;br /&gt;
* High Explosive Advanced Tactical Missile 3 (HEATM3)&lt;br /&gt;
* High Explosive Advanced Tactical Missile 6 (HEATM6)&lt;br /&gt;
* High Explosive Advanced Tactical Missile 9 (HEATM9)&lt;br /&gt;
* High Explosive Advanced Tactical Missile 12 (HEATM12)&lt;br /&gt;
&lt;br /&gt;
==[[ArrowIV]]==&lt;br /&gt;
* Arrow IV Artillery system&lt;br /&gt;
&lt;br /&gt;
==Single-Launch Missiles==&lt;br /&gt;
* [[Thunderbolt]]&lt;br /&gt;
* [[NARC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Missile Related Information==&lt;br /&gt;
*It takes longer for missiles to lock-on to a target which is running under Passive radar and/or equipped with [[GECM]].  However, a missile-equipped 'Mech can decrease its lock on time by crouching.&lt;br /&gt;
*[[TAG]] lasers and [[NARC]] beacons guide SSRMS, LRMs, ELRMs, ATMs, Thunderbolts and ArrowIVs to a designated target without requiring prior missile lock-on.&lt;br /&gt;
*Most missiles cause targeted assets to shake as they are hit. This buffeting effect often throws off an opponent's aim, reducing their ability to counter attack.   &lt;br /&gt;
&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10036</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10036"/>
				<updated>2020-04-22T19:02:32Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], and to receive and share [[C3]] radar data.&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Important Note:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) &amp;lt;b&amp;gt;the effects do not stack!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar.&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the detailed identification range.&lt;br /&gt;
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 120px&amp;quot; | '''Detection Equipment'''&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | '''Detected Object'''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Battle Armor]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Gameplay Tactics#Power Down|Powered Down]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[Stealth Armor|Stealth&amp;amp;nbsp;Armor]]) &amp;lt;br&amp;gt; ([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | [[Battle Armor]]&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;2&amp;quot; | Active&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| 250m&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;3&amp;quot; | Passive&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;4&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BAP]]&lt;br /&gt;
| 250m&lt;br /&gt;
| 100m&lt;br /&gt;
| 450m&lt;br /&gt;
| 700m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 550m&lt;br /&gt;
| 500m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;5&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BHP]]&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
| 650m&lt;br /&gt;
| 900m&lt;br /&gt;
| ---&lt;br /&gt;
| 200m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 750m&lt;br /&gt;
| 700m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size:12px; margin:auto; width:100%; max-width: 1680px; margin-bottom: 30px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot; width: 100%; text-align:left;&amp;quot; | *Under the effect of a friendly AECM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile lock-on time.&lt;br /&gt;
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, or +100 for BA.&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.&lt;br /&gt;
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10035</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10035"/>
				<updated>2020-04-22T19:01:26Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: clarify that aecm is only unaffected by its detectability reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], and to receive and share [[C3]] radar data.&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Important Note:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) &amp;lt;b&amp;gt;the effects do not stack!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar.&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the detailed identification range.&lt;br /&gt;
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 120px&amp;quot; | '''Detection Equipment'''&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | '''Detected Object'''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Battle Armor]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Gameplay Tactics#Power Down|Powered Down]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[Stealth Armor|Stealth&amp;amp;nbsp;Armor]]) &amp;lt;br&amp;gt; ([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | [[Battle Armor]]&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;2&amp;quot; | Active&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| 250m&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;3&amp;quot; | Passive&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;4&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BAP]]&lt;br /&gt;
| 250m&lt;br /&gt;
| 100m&lt;br /&gt;
| 450m&lt;br /&gt;
| 700m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 550m&lt;br /&gt;
| 500m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;5&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BHP]]&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
| 650m&lt;br /&gt;
| 900m&lt;br /&gt;
| ---&lt;br /&gt;
| 200m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 750m&lt;br /&gt;
| 700m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size:12px; margin:auto; width:100%; max-width: 1680px; margin-bottom: 30px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot; width: 100%; text-align:left;&amp;quot; | *Under the effect of a friendly AECM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile lock-on time.&lt;br /&gt;
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by the detectability reduction of his own [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, or +100 for BA.&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.&lt;br /&gt;
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10033</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10033"/>
				<updated>2020-04-22T18:56:56Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: wrong ba radar range in text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], and to receive and share [[C3]] radar data.&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Important Note:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) &amp;lt;b&amp;gt;the effects do not stack!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] radar is very weak compared to the normal suite, having a detection range of only 350m, but it also makes Battle armor much more difficult to detect on Radar.&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the detailed identification range.&lt;br /&gt;
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 120px&amp;quot; | '''Detection Equipment'''&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | '''Detected Object'''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Battle Armor]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Gameplay Tactics#Power Down|Powered Down]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[Stealth Armor|Stealth&amp;amp;nbsp;Armor]]) &amp;lt;br&amp;gt; ([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | [[Battle Armor]]&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;2&amp;quot; | Active&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| 250m&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;3&amp;quot; | Passive&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;4&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BAP]]&lt;br /&gt;
| 250m&lt;br /&gt;
| 100m&lt;br /&gt;
| 450m&lt;br /&gt;
| 700m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 550m&lt;br /&gt;
| 500m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;5&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BHP]]&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
| 650m&lt;br /&gt;
| 900m&lt;br /&gt;
| ---&lt;br /&gt;
| 200m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 750m&lt;br /&gt;
| 700m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size:12px; margin:auto; width:100%; max-width: 1680px; margin-bottom: 30px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot; width: 100%; text-align:left;&amp;quot; | *Under the effect of a friendly AECM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile lock-on time.&lt;br /&gt;
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by his own [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, or +100 for BA.&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.&lt;br /&gt;
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10032</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=10032"/>
				<updated>2020-04-22T18:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: correct radar table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], and to receive and share [[C3]] radar data.&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Important Note:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) &amp;lt;b&amp;gt;the effects do not stack!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] radar is very weak compared to the normal suite, having a detection range of only 300m, but it also makes Battle armor much more difficult to detect on Radar.&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the detailed identification range.&lt;br /&gt;
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow-x: auto; margin-right:auto; margin-left:auto; margin-top: 20px; margin-bottom: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class= &amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center; font-size:13px; margin:auto;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 120px&amp;quot; | '''Detection Equipment'''&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | '''Detected Object'''&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Battle Armor]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''[[Gameplay Tactics#Power Down|Powered Down]]'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Passive Radar''' ([[C3]])&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[Stealth Armor|Stealth&amp;amp;nbsp;Armor]]) &amp;lt;br&amp;gt; ([[GECM]])&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; style=&amp;quot;width: 100px&amp;quot; | '''Active Radar'''&amp;lt;br&amp;gt;([[AECM]]*)&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;1&amp;quot; | [[Battle Armor]]&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;2&amp;quot; | Active&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| 250m&lt;br /&gt;
| 500m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;3&amp;quot; | Passive&amp;amp;nbsp;Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 300m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;4&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BAP]]&lt;br /&gt;
| 250m&lt;br /&gt;
| 100m&lt;br /&gt;
| 450m&lt;br /&gt;
| 700m&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 550m&lt;br /&gt;
| 500m&lt;br /&gt;
|-&lt;br /&gt;
| data-sort-value=&amp;quot;5&amp;quot; | Active&amp;amp;nbsp;Radar&amp;amp;nbsp;+&amp;amp;nbsp;[[BHP]]&lt;br /&gt;
| 350m&lt;br /&gt;
| 300m&lt;br /&gt;
| 650m&lt;br /&gt;
| 900m&lt;br /&gt;
| ---&lt;br /&gt;
| 200m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 750m&lt;br /&gt;
| 700m&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;font-size:12px; margin:auto; width:100%; max-width: 1680px; margin-bottom: 30px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot; width: 100%; text-align:left;&amp;quot; | *Under the effect of a friendly AECM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases to over the yellow line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. Furthermore, the blip it produces on the map is visible to *all* assets regardless of range.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile lock-on time.&lt;br /&gt;
* [[Stealth_Armor]] - Reduces detectability by an additional 150 meters on top of GECM.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by his own [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, or +100 for BA.&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.&lt;br /&gt;
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Ballistic_Weapons&amp;diff=9991</id>
		<title>Ballistic Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Ballistic_Weapons&amp;diff=9991"/>
				<updated>2020-04-19T13:18:36Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: add HAGs to the list &amp;quot;Types of Ballistic Weapons in MWLL&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ballistic Weapons''' are [[weapons]] that fire projectiles, as opposed to [[Energy Weapons|Energy]] or [[Missiles]], and function as the basic &amp;quot;guns&amp;quot; in-game.  They have modern-day equivalents, like cannons, shotguns, sniper rifles, and machine guns, making it easier to grasp how they're supposed to be used in-game.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Ballistic weapons differ in their usage depending on their type.  Small auto cannons excel at anti-aircraft roles and are good at destroying [[Battle Armor]] and damaging [[Light Mechs]].  Their high rate of fire along with their extreme range and ammo capacity make it easy to hit these evasive targets for consistent damage.  Higher caliber rounds have much shorter range and longer reload times, making them more suited for destroying slow and heavily armored targets.  They are still effective at destroying light mechs and aircraft, but at a much shorter range.&lt;br /&gt;
&lt;br /&gt;
[[Gauss]] rifles are almost exclusively used for destroying ground based armor.  They have a slow firing rate and limited ammo, making them less suited for anti-aircraft purposes (though a hit against one will do significant damage).  Gauss rounds have a fast, but not instantaneous travel time, which makes them ill-suited for engaging battle armor.  Like the auto cannons, the lighter rounds have longer range and the heavy rounds have shorter range.&lt;br /&gt;
&lt;br /&gt;
==Strengths==&lt;br /&gt;
Ballistic weapons for the most part have low heat output and long range, though those attributes vary depending on the size and type of the round.  The largest rounds in particular have quite short range made for brawling.  Many ballistic weapons are well-suited in an anti-aircraft role, whereas [[missiles]] and [[energy weapons]] do poorly for various reasons.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses==&lt;br /&gt;
Because ballistic weapons fire a projectile, there is a learning curve in establishing the correct lead on a target in order to register a hit.  Ballistic rounds also consume ammo at a fast rate, which means that mechs either need [[free tons]] or need to return to base in order to continuously fire their weapons.  Some ballistic rounds can also overheat the weapon itself (such as the auto cannons), which involves an aspect of micro-management that isn't found on [[energy weapons]] or [[missiles]].&lt;br /&gt;
&lt;br /&gt;
==Types of Ballistic Weapons in MWLL==&lt;br /&gt;
* [[AutoCannons]]&lt;br /&gt;
* [[Gauss Rifle|Gauss Rifles]]&lt;br /&gt;
* [[Hyper-Assault Gauss Rifle|Hyper-Assault Gauss Rifles]]&lt;br /&gt;
* [[Machine Gun|Machine Guns]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Energy Weapons]]&lt;br /&gt;
*[[Missiles]]&lt;br /&gt;
[[Category:Ballistic weapons]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Wolverines_Rebirth&amp;diff=9913</id>
		<title>Wolverines Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Wolverines_Rebirth&amp;diff=9913"/>
				<updated>2020-04-14T21:58:15Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Units&amp;amp;Clans|&lt;br /&gt;
| Image = File:ClanWolverine.jpg|300px&lt;br /&gt;
| Name = Wolverines Rebirth&lt;br /&gt;
| Tag = [W-R]&lt;br /&gt;
| Affiliation = Clans&lt;br /&gt;
| Website = &amp;lt;s&amp;gt;http://wolverines-rebirth.de&amp;lt;/s&amp;gt; broken and unused&lt;br /&gt;
| Discord = https://discord.gg/DfaTAVg&lt;br /&gt;
| Recruitment Info = Burner on teamspeak&lt;br /&gt;
| TS3 = Wr-clan.no-ip.org&lt;br /&gt;
| Members = 10-15 Members&lt;br /&gt;
| RecruitmentStyle = Open&lt;br /&gt;
| Leaders = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;BuRNer- Khan&lt;br /&gt;
&amp;lt;li&amp;gt;Marius - saKhan MWLL&lt;br /&gt;
&amp;lt;li&amp;gt;Stublerone – saKhan Star Citizen&lt;br /&gt;
&amp;lt;li&amp;gt;Deimos - MWLL&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Timezone  = UTC +1 mostly EU&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Masquerading as mercenaries until the time came to exact revenge upon the enemies of Sarah McEvedy. WR, as the redeemed Clan Wolverine, is a European-focused multi-game unit , open to recruiting players from around the world. Featuring German and English language members participating in casual and organized gameplay. Born from a desire to compete in the Chaos March event, [W-R] has been active in organized and casual gameplay since 2014. Always ready for battle and seeking recruits to continue the march to glory.&lt;br /&gt;
&lt;br /&gt;
Plus clan wolverine history, Sarah and Kerensky and their annihilation but Sarah was never confirmed found again. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Actitivies==&lt;br /&gt;
&lt;br /&gt;
* Chaos March&lt;br /&gt;
* Active teamspeak&lt;br /&gt;
* Competition team in events&lt;br /&gt;
* Public Gameplay&lt;br /&gt;
* Learn to fly in many tactical flight simulators and return as an Ace in the skies of MWLL. Join the WR flight squadron in games such as:&lt;br /&gt;
** 7/Sch G.2&lt;br /&gt;
** IL-2 1946&lt;br /&gt;
** IL-2 Bos&lt;br /&gt;
** IL-2 CoD&lt;br /&gt;
&lt;br /&gt;
Other games played&lt;br /&gt;
&lt;br /&gt;
Arma 3, Star Citizen , Guild Wars&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
&lt;br /&gt;
Teamspeak for organized gameplay and recruitment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Community Clans and Units]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Visigoth&amp;diff=7492</id>
		<title>Visigoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Visigoth&amp;diff=7492"/>
				<updated>2019-08-03T10:00:13Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Visigoth.jpg&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 100 000&lt;br /&gt;
| ArmorT Prime = 22 800&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 300 XL Fusion&lt;br /&gt;
| Maneuver Prime = 5.9&lt;br /&gt;
| MaxSpeed Prime = 458&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20|Air CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL|Air CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4|Air SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 91 300&lt;br /&gt;
| ArmorT A = 22 800&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = 300 XL Fusion&lt;br /&gt;
| Maneuver A = 6.8&lt;br /&gt;
| MaxSpeed A = 487&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss_Rifle|Air Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 98 000&lt;br /&gt;
| ArmorT B = 21 850&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Engine B = 300 XL Fusion&lt;br /&gt;
| Maneuver B = 5.9&lt;br /&gt;
| MaxSpeed B = 458&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High-Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 81 300&lt;br /&gt;
| ArmorT C = 22 800&lt;br /&gt;
| Class C = Fighter&lt;br /&gt;
| Engine C = 300 XL Fusion&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 487&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL|Air CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|Air ATM3 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 000&lt;br /&gt;
| ArmorT D = 21 850&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = 300 XL Fusion&lt;br /&gt;
| Maneuver D = 5.9&lt;br /&gt;
| MaxSpeed D = 458&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 106 700&lt;br /&gt;
| ArmorT E = 22 800&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Engine E = 300 XL Fusion&lt;br /&gt;
| Maneuver E = 4.7&lt;br /&gt;
| MaxSpeed E = 438&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM4|air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 20 901&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = 300 XL Fusion&lt;br /&gt;
| Maneuver F = 4.7&lt;br /&gt;
| MaxSpeed F = 438&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 000&lt;br /&gt;
| ArmorT G = 20 901&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = 300 XL Fusion&lt;br /&gt;
| Maneuver G = 4.7&lt;br /&gt;
| MaxSpeed G = 438&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 8507&lt;br /&gt;
| Armor LRW = 3267&lt;br /&gt;
| Armor E = 4628&lt;br /&gt;
| Armor T = 3131&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.11.0&lt;br /&gt;
Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
{{ stub }}&lt;br /&gt;
The Visigoth has 26 tons of pod space available thanks to its use of an XL Engine and 20 plus tons of Ironhold B-class Ferro-Aluminum armor. Carrying multiple Double Heat Sinks and five tons of fuel give the fighter good endurance in combat operations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Renegade&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Mandjet&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mesektet&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Ra&amp;quot;''===&lt;br /&gt;
If you manage to land all your guns, then you will inflict a lot of pain upon your target. Be aware thou you will have to get rather close. Its yeet or be yeeted situation&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Grave Digger&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Visigoth''' is a [[Clan]] [[Aerospace]] and was released with MWLL 0.6.0. It was the first heavy [[ASF]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Visigoth, a 60-ton OmniFighter with 26 tons of pod space, was the second most common Aerospace Fighter amongst the Clans and originally developed by Clan Jade Falcon. Despite being a design over 100 years old, the Visigoth still served as a front line unit, though was slowly replaced by the Jagatai prior to the Clan Invasion. Its primary variant mounted an [[LBX10]], 5 [[ERML]]s, 2 [[SL]]s, and 2 [[SSRM4]]s&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2941 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Interceptor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Visigoth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clan Aerospace]]&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=7491</id>
		<title>Rusalka</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=7491"/>
				<updated>2019-08-03T09:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF&lt;br /&gt;
| Image = File:Rusalka_mwll.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Price Prime = 95 700&lt;br /&gt;
| ArmorT Prime = 24 973&lt;br /&gt;
| Engine Prime = Hermes 325 XL&lt;br /&gt;
| Maneuver Prime = 5.3&lt;br /&gt;
| MaxSpeed Prime = 467&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL|Air MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC|Air HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Price A = 82 000&lt;br /&gt;
| ArmorT A = 24 973&lt;br /&gt;
| Engine A = Hermes 325 XL&lt;br /&gt;
| Maneuver A = 6.6&lt;br /&gt;
| MaxSpeed A = 488&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10|Air LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL|Air SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Thunderbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Price B = 100 500&lt;br /&gt;
| ArmorT B = 24 973&lt;br /&gt;
| Engine B = Hermes 325 XL&lt;br /&gt;
| Maneuver B = 5.3&lt;br /&gt;
| MaxSpeed B = 467&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss|Air Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC|Air ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class C = Fighter&lt;br /&gt;
| Price C = 79 500&lt;br /&gt;
| ArmorT C = 24 973&lt;br /&gt;
| Engine C = Hermes 325 XL&lt;br /&gt;
| Maneuver C = 6.6&lt;br /&gt;
| MaxSpeed C = 488&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MBL|Air MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Price D = 87 500&lt;br /&gt;
| ArmorT D = 24 973&lt;br /&gt;
| Engine D = Hermes 325 XL&lt;br /&gt;
| Maneuver D = 5.3&lt;br /&gt;
| MaxSpeed D = 467&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC|Air HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30|Air MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Price E = 96 600&lt;br /&gt;
| ArmorT E = 25 888&lt;br /&gt;
| Engine E = Hermes 325 XL&lt;br /&gt;
| Maneuver E = 4.1&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL|Air ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Price F = 98 500&lt;br /&gt;
| ArmorT F = 25 888&lt;br /&gt;
| Engine F = Hermes 325 XL&lt;br /&gt;
| Maneuver F = 4.1&lt;br /&gt;
| MaxSpeed F = 448&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss|Air HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Price G = 107 000&lt;br /&gt;
| ArmorT G = 25 888&lt;br /&gt;
| Engine G = Hermes 325 XL&lt;br /&gt;
| Maneuver G = 4.1&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 9305&lt;br /&gt;
| Armor LRW = 3573&lt;br /&gt;
| Armor E = 5062&lt;br /&gt;
| Armor T = 3424&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Current for 0.11.0--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ stub }}&lt;br /&gt;
The '''Rusalka''' is a [[Inner Sphere]] [[Aerospace]] dogfighter with excellent speed and armor for dueling other fighters. Capable of sustained bursts of up to five-and-a-half gees, one of these fighters can be more than enough for an enemy to handle. Most identified configurations in Lore focus on energy weapons for maximum combat endurance, enabling this agile fighter to hang in the fight longer.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Morrigan&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;PoPo&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Incus&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Malleus&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Rusalka''' is an [[Inner Sphere]] [[Aerospace]] fighter. It was released in update 0.9.2, alongside the [[Anubis]] and [[Mithras]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The second in the Word of Blake's Spectral trio of Omnifighters, the Rusalka is among the Blakists' greatest feats of aerospace engineering. Incorporating excellent speed, maneuverability, and protection into one craft, Blakist engineers managed to make enough room to allow 33 tons of pod space. This all converges to make the Rusalka an especially deadly dogfighter, all the more augmented by the fighter's high endurance, thanks to its fixed eleven double heatsinks. The Prime - or ''Invictus'' - configuration mounts an ERPPC, an LRM-15 with Artemis IV, four ER Medium Lasers, two Medium Pulse Lasers, and an aft-mounted ER Small Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3071 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: Fast Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rusalka BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Xerxes&amp;diff=7490</id>
		<title>Xerxes</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Xerxes&amp;diff=7490"/>
				<updated>2019-08-03T09:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Adjusted Drakubas fluff a bit, it was the most bearable here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Xerxes.jpg|&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 13&lt;br /&gt;
| Tier = 15&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 139 000&lt;br /&gt;
| ArmorT Prime = 26 837&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 340 Fusion&lt;br /&gt;
| Maneuver Prime = 3&lt;br /&gt;
| MaxSpeed Prime = 481&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 122 750&lt;br /&gt;
| ArmorT A = 29 687&lt;br /&gt;
| Class A = Bomber&lt;br /&gt;
| Engine A = 340 Fusion&lt;br /&gt;
| Maneuver A = 2.4&lt;br /&gt;
| MaxSpeed A = 448&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM15|Air LRM15]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t Armor&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 119 300&lt;br /&gt;
| ArmorT B = 26 837&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Engine B = 340 Fusion&lt;br /&gt;
| Maneuver B = 3&lt;br /&gt;
| MaxSpeed B = 481&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM9#Standard|Air ATM9 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM6#Standard|Air ATM6 (Std)]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 124 500&lt;br /&gt;
| ArmorT C = 29 687&lt;br /&gt;
| Class C = Bomber&lt;br /&gt;
| Engine C = 340 Fusion&lt;br /&gt;
| Maneuver C = 2.4&lt;br /&gt;
| MaxSpeed C = 448&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC|Air CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLBX10|Air CLBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CMPL|Air CMPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t Armor&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 128 500&lt;br /&gt;
| ArmorT D = 26 837&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = 340 Fusion&lt;br /&gt;
| Maneuver D = 3&lt;br /&gt;
| MaxSpeed D = 481&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss|Air Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL|Air CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 128 500&lt;br /&gt;
| ArmorT E = 29 687&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Engine E = 340 Fusion&lt;br /&gt;
| Maneuver E = 2.4&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t Armor&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 124 000&lt;br /&gt;
| ArmorT F = 26 837&lt;br /&gt;
| Class F = Attacker&lt;br /&gt;
| Engine F = 340 Fusion&lt;br /&gt;
| Maneuver F = 3&lt;br /&gt;
| MaxSpeed F = 481&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 143 500&lt;br /&gt;
| ArmorT G = 29 687&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = 340 Fusion&lt;br /&gt;
| Maneuver G = 2.4&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[HAG20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERLL|Air CERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t Armor&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 10014&lt;br /&gt;
| Armor LRW = 3845&lt;br /&gt;
| Armor E = 5448&lt;br /&gt;
| Armor T = 3685&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.11.0--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Xerxes''' was a '''canceled''' [[Clan]] [[Aerospace]] fighter that could not be finished before the 0.7.0 final beta release. &lt;br /&gt;
&lt;br /&gt;
However, since development restarted, the Xerxes was released in the 0.8.3 patch in 2017. It supercedes the [[Visigoth]] as the heaviest [[Clan]] aerospace fighter by a large margin, as many variants of the Xerxes carry immense anti-ground firepower in the form of direct-fire weapons such as the air [[UAC20]] and a significant payload of bombs for finishing off damaged targets. In this regard, it is very similar to the [[Shiva]] - lethal to unwary ground units, yet helpless against enemy aerospace assets. Every variant boast [[RFL|Rear Firing Laser]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&amp;lt;!--fluff current for 0.10.3--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
One of the deadliest aerospace fighters in [[MWLL]], the Prime variant makes use of two air [[UAC20]]s to deliver crushing firepower against any ground assets caught in its strafing run. The two [[CERLL|Air CERLL]]s provide some additional damage when lining up a pass, while the [[Bomb#High_Explosive|High-Explosive Bomb]]s are excellent for delivering the killing blow or for busting targets trying to hide from the rain of shells. With such incredible firepower, this Xerxes tends to be a player favorite. Of course, not every aircraft can be without flaws: The lack of spare tonnage does mean that it will make resupply trips often, and the anti-ground focus of its armament means enemy aerospace fighters can pose a significant threat to it.&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Apep&amp;quot;''===&lt;br /&gt;
Simply lock your thirty [[ATM6#Standard|Standard Air ATMs]] and let loose – they will deal tons of damage, provided the enemy hasn't reached cover. Three [[Bomb#Cluster|Cluster Bombs]] round out the ''Apep'''s air-to-ground attack capabilities, while a pair of [[HML|Heavy Medium]] and [[Heavy Small Laser]]s provide some form of anti-air deterrence. The lack of spare tonnage does force this variant to make rearm trips often.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Storm&amp;quot;''===&lt;br /&gt;
Two [[LBX10|Air LBX10s]] with two [[CERPPC|Air CERPPCs]], wrapped in the fiery explosions of up to nine High Explosive Bombs. The bow tie of this package is a pair of [[CMPL|Air CMPL]]s, providing additional anti-ground and minor anti-air damage. This variant is quite an interesting – if niche - pick on cold maps and, thanks to its good bomb payload, can deal massive damage in one run before having to rearm.&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
A loadout consisting of two [[Gauss Rifle|Air Gauss Rifles]] paired with two [[CLPL|Air CLPLs]] and three Laser-Guided Bombs makes for an effective variant when the enemy team decides to stand still. With its attacker profile, this variant's loadout is also suitable for fighting off other aircraft.&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
A budget Xerxes Prime: Two [[UAC10|Air UAC10s]], four [[CERML|Air CERML]] and twelve [[SSRM|Air SSRMs]], and the capability to carry up to nine High Explosive Bombs. Additionally, it also mounts [[GECM]], making it easier to approach enemy ground units virtually undetected from up to 500m away, and is thereby able to clear AA and other ground targets with relative ease.&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
Because diving, to rain down twenty [[CSRM]]s, is perfectly safe. Before you get in range to use those, don't forget to spray your target with your four [[UAC5|Air UAC5]]s and then drop three Cluster Bombs on your way out.&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Suplex&amp;quot;''===&lt;br /&gt;
Two [[HAG20]]s, two Air CERLLs, GECM, and [[BHP]] make this variant the most expensive of the ASF for when you've pissed off the enemy team with ASFs hard enough for them to put out a few huits and partisans on the field. Hit them with the HAG20s from 1250-900m under the cover of GECM, and BHP to spot them better yourself. Opening up that dual HAG20 on unsuspecting enemy fighters is also effective. Additionally, the Suplex can carry a total of six Cluster Bombs for finishing off crippled assets, and has two Air CERMLs for some extra all-purpose punch.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Xerxes is an 85 ton second-line air supremacy Aerospace Fighter, nicknamed the ''Hunchback IIC of the skies''. Its main role was to bring down enemy aerospace quickly, its heavy armor allowing it to survive prolonged engagements against more agile assets, though it was also a deadly ground attack fighter capable of crippling Mechs. Designed by Clan Smoke Jaguar, the Xerxes mounts two [[UAC20]] on its wings and 2 [[ERLL]], making it able to strip off enormous amounts of armor in a single pass. A squadron of Xerxes can easily bring destruction to any unit that managed to withstand its first strike. It also saw use in space battles, where its immense array of weapons could tear away the main armor of DropShips with other fighters finishing what was left. After the annihilation of Clan Smoke Jaguar, Clan Hell's Horses captured the factory where the Xerxes was being built, leading to a variant mounting two ERLL and two [[Gauss]] Rifles.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2827 during the Era known as &amp;quot;Early Succession War&amp;quot; (2781 - 2900) - Unit Role: Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Xerxes BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
[[Category: Community Edition Assets]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Visigoth&amp;diff=7489</id>
		<title>Visigoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Visigoth&amp;diff=7489"/>
				<updated>2019-08-03T09:40:08Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Removed Drakubas fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Visigoth.jpg&lt;br /&gt;
| Faction = Clan&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Tonnage = 60&lt;br /&gt;
| Class = Heavy&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 100 000&lt;br /&gt;
| ArmorT Prime = 22 800&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 300 XL Fusion&lt;br /&gt;
| Maneuver Prime = 5.9&lt;br /&gt;
| MaxSpeed Prime = 458&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CLBX20|Air CLBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CSPL|Air CSPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM4|Air SSRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 91 300&lt;br /&gt;
| ArmorT A = 22 800&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Engine A = 300 XL Fusion&lt;br /&gt;
| Maneuver A = 6.8&lt;br /&gt;
| MaxSpeed A = 487&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MG]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[HML|Air HML]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss_Rifle|Air Gauss]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 98 000&lt;br /&gt;
| ArmorT B = 21 850&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Engine B = 300 XL Fusion&lt;br /&gt;
| Maneuver B = 5.9&lt;br /&gt;
| MaxSpeed B = 458&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC5|Air UAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;5x [[SRM6|Air SRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High-Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 81 300&lt;br /&gt;
| ArmorT C = 22 800&lt;br /&gt;
| Class C = Fighter&lt;br /&gt;
| Engine C = 300 XL Fusion&lt;br /&gt;
| Maneuver C = 6.8&lt;br /&gt;
| MaxSpeed C = 487&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CLPL|Air CLPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ATM3#Extended Range|Air ATM3 (ER)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 108 000&lt;br /&gt;
| ArmorT D = 21 850&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Engine D = 300 XL Fusion&lt;br /&gt;
| Maneuver D = 5.9&lt;br /&gt;
| MaxSpeed D = 458&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HAG30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 106 700&lt;br /&gt;
| ArmorT E = 22 800&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Engine E = 300 XL Fusion&lt;br /&gt;
| Maneuver E = 4.7&lt;br /&gt;
| MaxSpeed E = 438&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[HSL|Air HSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM4|air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;10t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 101 750&lt;br /&gt;
| ArmorT F = 20 901&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = 300 XL Fusion&lt;br /&gt;
| Maneuver F = 4.7&lt;br /&gt;
| MaxSpeed F = 438&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[CERML|Air CERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;9 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 97 000&lt;br /&gt;
| ArmorT G = 20 901&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Engine G = 300 XL Fusion&lt;br /&gt;
| Maneuver G = 4.7&lt;br /&gt;
| MaxSpeed G = 438&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[CERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[UAC10|Air UAC10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;9t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 8507&lt;br /&gt;
| Armor LRW = 3267&lt;br /&gt;
| Armor E = 4628&lt;br /&gt;
| Armor T = 3131&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.11.0&lt;br /&gt;
Fluff current for 0.11.0--&amp;gt;&lt;br /&gt;
The Visigoth has 26 tons of pod space available thanks to its use of an XL Engine and 20 plus tons of Ironhold B-class Ferro-Aluminum armor. Carrying multiple Double Heat Sinks and five tons of fuel give the fighter good endurance in combat operations. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Renegade&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Mandjet&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Mesektet&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E - ''&amp;quot;Ra&amp;quot;''===&lt;br /&gt;
If you manage to land all your guns, then you will inflict a lot of pain upon your target. Be aware thou you will have to get rather close. Its yeet or be yeeted situation&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G - ''&amp;quot;Grave Digger&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The '''Visigoth''' is a [[Clan]] [[Aerospace]] and was released with MWLL 0.6.0. It was the first heavy [[ASF]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Visigoth, a 60-ton OmniFighter with 26 tons of pod space, was the second most common Aerospace Fighter amongst the Clans and originally developed by Clan Jade Falcon. Despite being a design over 100 years old, the Visigoth still served as a front line unit, though was slowly replaced by the Jagatai prior to the Clan Invasion. Its primary variant mounted an [[LBX10]], 5 [[ERML]]s, 2 [[SL]]s, and 2 [[SSRM4]]s&lt;br /&gt;
&lt;br /&gt;
Date Introduced 2941 during the Era known as &amp;quot;Late Succession War - LosTech&amp;quot; (2901 - 3019) - Unit Role: Interceptor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.sarna.net/wiki/Visigoth BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
[[Category:Clan Aerospace]]&lt;br /&gt;
{{Template:Navbox Assets Clan}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=7488</id>
		<title>Rusalka</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Rusalka&amp;diff=7488"/>
				<updated>2019-08-03T09:27:07Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Removed Drakubas fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF&lt;br /&gt;
| Image = File:Rusalka_mwll.png&lt;br /&gt;
| ImageSize = &lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Tonnage = 65&lt;br /&gt;
| Tickets = 9&lt;br /&gt;
| Tier = 9&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Price Prime = 95 700&lt;br /&gt;
| ArmorT Prime = 24 973&lt;br /&gt;
| Engine Prime = Hermes 325 XL&lt;br /&gt;
| Maneuver Prime = 5.3&lt;br /&gt;
| MaxSpeed Prime = 467&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[MPL|Air MPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC|Air HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class A = Fighter&lt;br /&gt;
| Price A = 82 000&lt;br /&gt;
| ArmorT A = 24 973&lt;br /&gt;
| Engine A = Hermes 325 XL&lt;br /&gt;
| Maneuver A = 6.6&lt;br /&gt;
| MaxSpeed A = 488&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX10|Air LBX10]]&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[SXPL|Air SXPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Thunderbolt|Air TBolt]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class B = Attacker&lt;br /&gt;
| Price B = 100 500&lt;br /&gt;
| ArmorT B = 24 973&lt;br /&gt;
| Engine B = Hermes 325 XL&lt;br /&gt;
| Maneuver B = 5.3&lt;br /&gt;
| MaxSpeed B = 467&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[Gauss|Air Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERPPC|Air ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class C = Fighter&lt;br /&gt;
| Price C = 79 500&lt;br /&gt;
| ArmorT C = 24 973&lt;br /&gt;
| Engine C = Hermes 325 XL&lt;br /&gt;
| Maneuver C = 6.6&lt;br /&gt;
| MaxSpeed C = 488&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;6x [[MBL|Air MBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class D = Attacker&lt;br /&gt;
| Price D = 87 500&lt;br /&gt;
| ArmorT D = 24 973&lt;br /&gt;
| Engine D = Hermes 325 XL&lt;br /&gt;
| Maneuver D = 5.3&lt;br /&gt;
| MaxSpeed D = 467&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC|Air HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM30|Air MRM30]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;10.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class E = Bomber&lt;br /&gt;
| Price E = 96 600&lt;br /&gt;
| ArmorT E = 25 888&lt;br /&gt;
| Engine E = Hermes 325 XL&lt;br /&gt;
| Maneuver E = 4.1&lt;br /&gt;
| MaxSpeed E = 448&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERMBL|Air ERMBL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Price F = 98 500&lt;br /&gt;
| ArmorT F = 25 888&lt;br /&gt;
| Engine F = Hermes 325 XL&lt;br /&gt;
| Maneuver F = 4.1&lt;br /&gt;
| MaxSpeed F = 448&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HGauss|Air HGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Class G = Bomber&lt;br /&gt;
| Price G = 107 000&lt;br /&gt;
| ArmorT G = 25 888&lt;br /&gt;
| Engine G = Hermes 325 XL&lt;br /&gt;
| Maneuver G = 4.1&lt;br /&gt;
| MaxSpeed G = 448&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[SRM4|Air SRM4]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[PPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;11t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 9305&lt;br /&gt;
| Armor LRW = 3573&lt;br /&gt;
| Armor E = 5062&lt;br /&gt;
| Armor T = 3424&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Current for 0.11.0--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''Rusalka''' is a [[Inner Sphere]] [[Aerospace]] dogfighter with excellent speed and armor for dueling other fighters. Capable of sustained bursts of up to five-and-a-half gees, one of these fighters can be more than enough for an enemy to handle. Most identified configurations in Lore focus on energy weapons for maximum combat endurance, enabling this agile fighter to hang in the fight longer.&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Morrigan&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;PoPo&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D - ''&amp;quot;Incus&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F - ''&amp;quot;Malleus&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The '''Rusalka''' is an [[Inner Sphere]] [[Aerospace]] fighter. It was released in update 0.9.2, alongside the [[Anubis]] and [[Mithras]].&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The second in the Word of Blake's Spectral trio of Omnifighters, the Rusalka is among the Blakists' greatest feats of aerospace engineering. Incorporating excellent speed, maneuverability, and protection into one craft, Blakist engineers managed to make enough room to allow 33 tons of pod space. This all converges to make the Rusalka an especially deadly dogfighter, all the more augmented by the fighter's high endurance, thanks to its fixed eleven double heatsinks. The Prime - or ''Invictus'' - configuration mounts an ERPPC, an LRM-15 with Artemis IV, four ER Medium Lasers, two Medium Pulse Lasers, and an aft-mounted ER Small Laser.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3071 during the Era known as &amp;quot;Jihad&amp;quot; (3068 - 3085) - Unit Role: Fast Dogfighter&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Rusalka BattleTech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox Assets IS}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Shiva&amp;diff=7487</id>
		<title>Shiva</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Shiva&amp;diff=7487"/>
				<updated>2019-08-03T09:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Removed Drakubas fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ASF|&lt;br /&gt;
| Image = File:Shiva.jpg&lt;br /&gt;
| Name = Shiva&lt;br /&gt;
| Faction = Inner Sphere&lt;br /&gt;
| Class = Assault&lt;br /&gt;
| Tickets = 12&lt;br /&gt;
| Tier = 13&lt;br /&gt;
| Tonnage = 85&lt;br /&gt;
&lt;br /&gt;
| Price Prime = 113 000&lt;br /&gt;
| ArmorT Prime = 29 687&lt;br /&gt;
| Class Prime = Attacker&lt;br /&gt;
| Engine Prime = 255 XL Engine&lt;br /&gt;
| Maneuver Prime = 3.4&lt;br /&gt;
| MaxSpeed Prime = 432&lt;br /&gt;
| Weapons Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERLL|Air ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[SSRM6|Air SSRM6]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[LBX20]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip Prime = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;0 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price A = 130 350&lt;br /&gt;
| ArmorT A = 29 687&lt;br /&gt;
| Class A = Attacker&lt;br /&gt;
| Engine A = 255 XL Engine&lt;br /&gt;
| Maneuver A = 3.4&lt;br /&gt;
| MaxSpeed A = 432&lt;br /&gt;
| Weapons A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERSL|Air ERSL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[UAC20|Air UAC20]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iNARC]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip A = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[BAP]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price B = 120 000&lt;br /&gt;
| ArmorT B = 29 687&lt;br /&gt;
| Class B = Bomber&lt;br /&gt;
| Engine B = 255 XL Engine&lt;br /&gt;
| Maneuver B = 3.4&lt;br /&gt;
| MaxSpeed B = 432&lt;br /&gt;
| Weapons B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[MRM40|Air MRM40]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip B = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;3 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price C = 109 500&lt;br /&gt;
| ArmorT C = 29 687&lt;br /&gt;
| Class C = Attacker&lt;br /&gt;
| Engine C = 255 XL Engine&lt;br /&gt;
| Maneuver C = 3.4&lt;br /&gt;
| MaxSpeed C = 432&lt;br /&gt;
| Weapons C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[HPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;1x [[iHGauss|Air iHGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[SRM2|Air SRM2]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip C = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[free ton]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price D = 131 500&lt;br /&gt;
| ArmorT D = 29 687&lt;br /&gt;
| Class D = Bomber&lt;br /&gt;
| Engine D = 255 XL Engine&lt;br /&gt;
| Maneuver D = 3.4&lt;br /&gt;
| MaxSpeed D = 432&lt;br /&gt;
| Weapons D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[ERPPC]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LtGauss|Air LtGauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip D = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;5 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price E = 116 500&lt;br /&gt;
| ArmorT E = 29 687&lt;br /&gt;
| Class E = Attacker&lt;br /&gt;
| Engine E = 255 XL Engine&lt;br /&gt;
| Maneuver E = 3.4&lt;br /&gt;
| MaxSpeed E = 432&lt;br /&gt;
| Weapons E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LPL|Air LPL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[RAC5|Air RAC5]]&lt;br /&gt;
&amp;lt;li&amp;gt;3x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip E = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;7 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price F = 124 500&lt;br /&gt;
| ArmorT F = 29 687&lt;br /&gt;
| Class F = Bomber&lt;br /&gt;
| Engine F = 255 XL Engine&lt;br /&gt;
| Maneuver F = 3.4&lt;br /&gt;
| MaxSpeed F = 432&lt;br /&gt;
| Weapons F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[ERLL|Air ERLL]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Gauss|Air Gauss]]&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[Bomb#High Explosive|Bomb (HE)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip F = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[BHP]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Price G = 118 700&lt;br /&gt;
| ArmorT G = 29 687&lt;br /&gt;
| Class G = Attacker&lt;br /&gt;
| Engine G = 255 XL Engine&lt;br /&gt;
| Maneuver G = 3.4&lt;br /&gt;
| MaxSpeed G = 432&lt;br /&gt;
| Weapons G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;4x [[ERML|Air ERML]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM20|Air LRM20]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[LRM10|Air LRM10]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Laser-Guided|Bomb (LG)]]&lt;br /&gt;
&amp;lt;li&amp;gt;2x [[Bomb#Cluster|Bomb (CL)]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Equip G = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[EOptics]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[RFL]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[GECM|Air GECM]]&lt;br /&gt;
&amp;lt;li&amp;gt;6 [[DHS]]&lt;br /&gt;
&amp;lt;li&amp;gt;8 [[free tons]]&lt;br /&gt;
&amp;lt;li&amp;gt;12.5t [[Armor]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Armor B = 11077&lt;br /&gt;
| Armor LRW = 4254&lt;br /&gt;
| Armor E = 6026&lt;br /&gt;
| Armor T = 4076&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--Stats current for 0.10.3&lt;br /&gt;
Fluff current for 0.10.3--&amp;gt;&lt;br /&gt;
{{ stub }}&lt;br /&gt;
The '''Shiva''' is an [[Inner Sphere]] heavy variable-sweep wing [[Aerospace]]. It's slower and bigger than any other ASF currently in game, though in exchange it mounts heavier armor and more weapons, giving it serious punch to ground and airborne targets. Though unsuitable for dogfighting, the Shiva excels in the role of tactical bomber or air support unit. It is known as well for its deadliness as it is for its tendency to handle similarly to a flying oil tanker. When flying at high speed and altitude, its wings fold back to allow for decreased air resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Roles and Gameplay Hints==&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant A - ''&amp;quot;Turbo Kat&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant B - ''&amp;quot;Agent Orange&amp;quot;''===&lt;br /&gt;
The &amp;quot;'''''Agent Orange'''''&amp;quot; is one of the most terrifying enemies in the game in the hands of a capable pilot, able to destroy an entire lance of battlemechs on its own. Twin [[RAC5|Air RAC5]], twin [[MRM40|Air MRM40]], and ''quadruple'' [[Bomb#Cluster|Bomb (CL)]] means that it can destroy all but the heaviest mechs in a single pass, or sandblasted the armor off multiple spread-out targets. However, this power comes at a price; it is exceptionally helpless - even by Shiva standards - at defending against enemy aircraft, it struggles to attack fast-moving ground targets, and it requires a long engagement window to fully dish out its damage.&lt;br /&gt;
&lt;br /&gt;
===Variant C - ''&amp;quot;Fujita Five&amp;quot;''===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant D===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant E===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant F===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
===Variant G===&lt;br /&gt;
{{Fluff}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Shiva has been available since the first beta version of MWLL and has undergone few changes in its role since then. It has the distinction of being among the first units to receive more than four variants with the release of version 0.3.0.&amp;lt;br&amp;gt;&lt;br /&gt;
In 0.9.2 every Shiva received [[RFL|Rear Firing Laser]] to make its pursuit more difficult for enemy fighters.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
This 85 ton OmniFighter takes its name from the Hindu god of death. The Shiva was designed by the Free Worlds League with help from the Word of Blake, and it was a cutting-edge Aerospace fighter of its time. It was seen operating mainly from carriers, though because of its high maintenance costs it was given only to elite units. Using an XL Engine to save weight rather than speed, though marginally slower than aircraft of a similar mass, the Shiva has the capacity to carry a phenomenal array of weapons with over 50 tons of pod space for weapons and equipment.&lt;br /&gt;
&lt;br /&gt;
Date Introduced 3060 during the Era known as &amp;quot;Clan Invasion&amp;quot; (3050 - 3061) - Unit Role: Attack OmniFighter&lt;br /&gt;
&lt;br /&gt;
[http://sarna.net/wiki/Shiva Battletech Reference]&lt;br /&gt;
&lt;br /&gt;
{{Template:Navbox_Assets_IS}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Actionmapper_Guide&amp;diff=5421</id>
		<title>Actionmapper Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Actionmapper_Guide&amp;diff=5421"/>
				<updated>2019-02-18T13:01:16Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: added Manual Edits Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Actionmapper]] tool is an interim solution to being able to modify the keyboard, mouse, and joystick bindings for all controls needed for Mechwarrior Living Legends (MWLL).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to know before you begin ==&lt;br /&gt;
&lt;br /&gt;
*  The MWLL Launcher requires the [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&amp;amp;displaylang=en .NET framework] to run.&lt;br /&gt;
* The [[Actionmapper]] requires [http://www.java.com Java] to run, which is installed when you install [[MWLL]].&lt;br /&gt;
* '''NEVER''' attempt to modify controls using the Crysis Wars in-game settings menu.&lt;br /&gt;
* '''NEVER''' attempt to modify controls using the Actionmapper while Crysis Wars is running.&lt;br /&gt;
* If you have not yet created a new Profile within Crysis Wars, you will need to do so before using the Actionmapper. It has been designed not to load the default Crysis Wars profile (a.k.a Nomad or Mechwarrior).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:actionmapper 2.png|350px|right|thumb|Actionmapper in 0.8.6]]&lt;br /&gt;
== Launching the Actionmapper == &lt;br /&gt;
&lt;br /&gt;
There are two methods for launching the Actionmapper:&lt;br /&gt;
&lt;br /&gt;
* Open the MWLL Launcher desktop shortcut provided after the installation of the mod.  From there click on the '''Config Actionmaps''' button on the left side of the window.&lt;br /&gt;
&lt;br /&gt;
* Or, open '''Actionmapper.exe''' (not Actionmapper.jar) from the '''mods\MWLL\Actionmapper\dist''' folder located in your Crysis Wars installation location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
The Actionmapper reads and writes to the actionmaps.xml file which is used by Crysis Wars to store action to key bindings.  It also integrates with the joystick.cfg file which is used to modify joystick axis settings.  To support multiple profiles and actionmaps settings per profile, and since only one file can be named ''actionmaps.xml'' at a time, the Actionmapper only sets the currently '''Active''' one to be named ''actionmaps.xml'', while all other actionmaps configuration are stored with their name in the file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== The first sortie ==&lt;br /&gt;
&lt;br /&gt;
The first time you open the Actionmapper it will name your default actionmaps file as &amp;quot;original&amp;quot;.  From here it is recommended that you start a new actionmaps by pressing the '''New Actionmaps''' button found at the top left of the window, after which you will be prompted to give it a name.  Try naming it something short but descriptive, like &amp;quot;joystick&amp;quot; or &amp;quot;mouse+keyboard&amp;quot; so they can be easily identified if you wish to try out other configurations later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
One of the first things you may notice, even with a new or default actionmaps, is the presence of conflicts indicated by red colored text and an icon with a red circle and an exclamation mark.  Some of these conflicts may be ok or may not be applicable, for instance if you do not plan to use a gamepad.  To find out which action is being conflicted with, select the action by left clicking on it.  You may clear a conflict either by setting to '''No binding''' or to another key/button that is not in use already.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:actionmapper.png|350px|right|thumb|Conflicts are shown in red]]&lt;br /&gt;
== Modifications ==&lt;br /&gt;
&lt;br /&gt;
Each action may have up to two bindings associated with it.  Some actions are analog only, meaning only a mouse or joystick axis may be assigned and must be manually selected.  Most actions are digital only, meaning only a key or button may be assigned.  After making a selection, any action that has been modified will be indicated by blue colored text and an icon with a blue square and an uppercase M.&lt;br /&gt;
&lt;br /&gt;
=== Key/Button detection ===&lt;br /&gt;
&lt;br /&gt;
Most digital keys/buttons can be detected automatically by clicking on '''Detect Key/Button''' and then pressing the desired key/button when the dialog appears.  If the key or button is not detected and the device is properly plugged in to your computer, you may need to resort to manually selecting the key/button since the java detection libraries are not able to pick up on 100% of all possible input.&lt;br /&gt;
&lt;br /&gt;
As of 0.8.6, the Joystick Settings tab is no longer relevant as all joystick functionality must be routed through an XBox 360 emulator such as X360CE found in the [[Joystick Setup]] guide.&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
&lt;br /&gt;
When all desired changes have been made, be sure to save your modifications.  The Save function is available from the '''File''' menu.  After saving all actions marked as modified will be unmarked.&lt;br /&gt;
&lt;br /&gt;
== Setting an active Actionmaps ==&lt;br /&gt;
&lt;br /&gt;
When managing more than one actionmaps in a profile it is necessary for one of them to be active, indicating that it will be loaded the next time MWLL is run.  Use the &amp;quot;Set active&amp;quot; link at the top middle of the window for making the currently selected actionmap active.&lt;br /&gt;
&lt;br /&gt;
== Tips for new Mechwarriors ==&lt;br /&gt;
&lt;br /&gt;
* The default key for entering/ejecting from a vehicle is '''F'''.  If using a mouse and keyboard to play MWLL using the standard default '''WASD''' movement configuration, you may want to rebind the action &amp;quot;Use/Get In/Eject&amp;quot; to another key located further away from commonly used keys to ensure you don't accidentally eject in the middle of combat.  How embarrassing it is!&lt;br /&gt;
&lt;br /&gt;
* Setting up a joystick properly requires a bit of experimentation.  If you find that the axes are too sensitive or not sensitive enough just head over to the '''Joystick Settings''' tab and fine tune to your liking.  Alternatively you may use the &amp;quot;raw&amp;quot; setting on individual axis selections on each action that will directly map to that joystick's axis response.&lt;br /&gt;
&lt;br /&gt;
== Frequently Asked Questions ==&lt;br /&gt;
&lt;br /&gt;
'''Q: Why isn't my joystick or keyboard button press being detected when I use the Detect function?'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A: Assuming its plugged in and recognized by Windows, its very likely the detection library doesn't recognise it.  However, the button may still work in game, you will just need to manually select it using the appropriate pull-down menu for the action. See the [[Joystick Setup]] guide for more info.&lt;br /&gt;
&lt;br /&gt;
'''Q: Why can't I assign Control/Alt/Shift plus a keystroke for an action, such as Control + O?'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A: Crysis Wars does not have keystroke modifier support built-in, so MWLL cannot support it yet.&lt;br /&gt;
&lt;br /&gt;
'''Q: Why does the Xbox360 gamepad axis appear inverted in game?'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A: The current workaround is to instead set those actions to the corresponding joystick axis instead of gamepad axis, which then will allow you to set inverse on it.  The left stick is Joystick X and Y axis, while the right stick is Joystick Rotation X and Rotation Y axis.&lt;br /&gt;
&lt;br /&gt;
== Manual Edits ==&lt;br /&gt;
(Under construction) &lt;br /&gt;
&lt;br /&gt;
There are certain tweaks that can be done by directly editing the actionmaps.xml which is located in C:\Users\Username\Documents\My Games\Crysis Wars\Profiles\Profilename&lt;br /&gt;
(explain structure of the actionmaps.xml)&lt;br /&gt;
* taking certain keybinds in super categories and give them different bindings in the subcategories&lt;br /&gt;
** (explain with example)&lt;br /&gt;
* binding console commands to be executed via button press&lt;br /&gt;
** (explain with example)&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=4748</id>
		<title>NARC</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=NARC&amp;diff=4748"/>
				<updated>2018-09-21T07:43:56Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: narcs last 25s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Narc Missile Beacon is a missile homing utility that can be planted on enemy targets, causing friendly SRMs and LRM missiles (even those that do not traditionally have homing capabilities) to lock on to them. They are particularly useful when used in tandem with LRMs and ArrowIVs.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.3.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #2d936b; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Lock Range'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Min Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Secondary Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''Secondary Damage Type'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new missile weapons. It should match the column format above.&lt;br /&gt;
| [[Weapon]]&lt;br /&gt;
| Lock Range&lt;br /&gt;
| Max Range&lt;br /&gt;
| Minimum Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Secondary Damage&lt;br /&gt;
| Secondary Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| BA NARC Grenade&lt;br /&gt;
| ---&lt;br /&gt;
| 50-100m&lt;br /&gt;
| ---&lt;br /&gt;
| 1 (max 3)&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 60&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 500&lt;br /&gt;
| ---&lt;br /&gt;
| Attracts friendly missiles for 60s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| NARC&lt;br /&gt;
| 500m&lt;br /&gt;
| 460m&lt;br /&gt;
| ---&lt;br /&gt;
| 6 (Max 120)&lt;br /&gt;
| 20&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 60&lt;br /&gt;
| ---&lt;br /&gt;
| 20&lt;br /&gt;
| 1500&lt;br /&gt;
| ---&lt;br /&gt;
| Attracts friendly missiles for 25s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| CNARC&lt;br /&gt;
| 700m&lt;br /&gt;
| 632m&lt;br /&gt;
| ---&lt;br /&gt;
| 6 (Max 120)&lt;br /&gt;
| 20&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 60&lt;br /&gt;
| ---&lt;br /&gt;
| 20&lt;br /&gt;
| 1500&lt;br /&gt;
| ---&lt;br /&gt;
| Attracts friendly missiles for 25s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| iNARC&lt;br /&gt;
| 900m&lt;br /&gt;
| 792m&lt;br /&gt;
| ---&lt;br /&gt;
| 6 (Max 120)&lt;br /&gt;
| 20&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| 60&lt;br /&gt;
| ---&lt;br /&gt;
| 20&lt;br /&gt;
| 2000&lt;br /&gt;
| ---&lt;br /&gt;
| Attracts friendly missiles for 25s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''NARC''', or '''Narc Missile Beacon''', is a missile capable of lock out to 900m (though with limited maneuverability) but effective out to 1200 meters, upon striking a hostile vehicle, acts as a missile guidance beacon for 25 seconds. While the NARC itself does no damage, when successfully &amp;quot;stuck&amp;quot; to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly [[dumbfire]]d missiles will automatically home in on the beacon once they close to within 1000m, provided they were launched with active radar. NARC missiles are very bulky, sharply limiting the number of extra NARC missiles a vehicle can carry. NARC beacons will also override a TAG laser if both are active at once; dumbfired missiles will seek the NARC. Missiles also will fly towards the beacon if passing over the NARC attraction area when fired from afar. This allows [[ArrowIV]] missiles to be fired from the other edge of the map, and hit the target when NARC is attached on their flight path.&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] can purchase throwable NARC beacons that operates as a normal NARC after attaching to a target, except that it lasts twice as long: 60 seconds. Up to 3 can be carried by a BA.&lt;br /&gt;
&lt;br /&gt;
==Preventing/Fighting NARCs==&lt;br /&gt;
The NARC is a very powerful tool, but there are 2 major ways to fight them.&amp;lt;br&amp;gt;&lt;br /&gt;
1. NARC beacons can not be attached to units under the protection of an [[AECM]] field, and every beacon fired at such a unit will simply not activate. Already active beacons that come under the influence of a hostile [[AECM]] will deactivate and stop broadcasting until they leave the field again or their timer runs out.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The EMP effect applied by [[PPC]]s of all sizes will remove NARCs, no matter where the PPC actually hits. With this it is possible to remove a NARC from a friendly unit by firing a PPC at the nearby ground, just touching their foot with a few points of negletable splash damage.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Causing quite a stir when it was introduced in 2587, the Narc system offered a radically different way of improve missile target acquisition. The culmination of project TATTLETALE by the Terran Hegemony, the Narc launcher fires a short-range missile whose explosive warhead was replaced with a special Homing Pod mounted behind a magnetic head. These pods broadcast a wide-range electromagnetic beacon, one which can be tracked by SRMs and LRMs whose guidance systems have been modified to home in on the signal. The end result is vastly improved accuracy against targets marked with a Narc beacon.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Narc_Missile_Beacon BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip this weapon.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! NARC || CNARC || INARC ||&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Argus]]&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Cougar]]&lt;br /&gt;
*[[Loki]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Shadow Cat]]&lt;br /&gt;
*[[Harasser]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
|&lt;br /&gt;
*[[Avar]]&lt;br /&gt;
*[[Black Lanner]]&lt;br /&gt;
*[[Cauldron-Born]]&lt;br /&gt;
*[[Cougar]]&lt;br /&gt;
*[[Loki]]&lt;br /&gt;
*[[Masakari]]&lt;br /&gt;
*[[Shadowcat]]&lt;br /&gt;
*[[Thor]]&lt;br /&gt;
*[[Hephaestus]]&lt;br /&gt;
*[[Donar]]&lt;br /&gt;
*[[Sulla]]&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Hawkmoth]]&lt;br /&gt;
*[[Shiva ]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[TAG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Grenade weapons]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:DeimosEvotec&amp;diff=4746</id>
		<title>User:DeimosEvotec</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:DeimosEvotec&amp;diff=4746"/>
				<updated>2018-09-20T10:49:26Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;aka [W-R] Deimos&lt;br /&gt;
&lt;br /&gt;
community dev team coder&lt;br /&gt;
&lt;br /&gt;
ask me questions about game mechanics&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=User:DeimosEvotec&amp;diff=4745</id>
		<title>User:DeimosEvotec</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=User:DeimosEvotec&amp;diff=4745"/>
				<updated>2018-09-20T10:47:13Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: Created page with &amp;quot;community dev team coder  ask me questions about game mechanics&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;community dev team coder&lt;br /&gt;
&lt;br /&gt;
ask me questions about game mechanics&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Angel_ECM&amp;diff=4744</id>
		<title>Angel ECM</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Angel_ECM&amp;diff=4744"/>
				<updated>2018-09-20T09:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: fact check and correction 300m radius and -700m to detection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview &amp;amp; Gameplay==&lt;br /&gt;
&lt;br /&gt;
'''AECM''', or '''Angel ECM''', is an experimental updated version of the Guardian ECM ([[GECM]]) Suite, and greatly advances ECM technology on the battlefield.  Rather then making the user harder to detect on [[Radar]], the AECM creates a 600m diameter &amp;quot;umbrella&amp;quot; (300m in every direction) of signal distortion that makes all friendly units in range harder to detect by reducing their radar detection range by 700m.&amp;lt;br&amp;gt;&lt;br /&gt;
Essentially, AECM gives improved GECM to friendly units that stay within a 300m radius. An asset with AECM does not give itself GECM, even though it still disables NARC beacons on it. Assets with AECM do not provide GECM to other assets with AECM, both will be detected as normal assets without GECM.&lt;br /&gt;
&lt;br /&gt;
Additionally AECM provides NARC cover for friendlies under it's umbrella (including yourself): &lt;br /&gt;
* NARCs fired on units under the umbrella will never activate&lt;br /&gt;
* an already active NARC will be ineffective while the unit it is on is under AECM cover&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
When an asset with AECM first powers up, the AECM will not appear to be on. Cycling the asset's radar to passive and then back to active will make the AECM effect appear on the user's radar. This is not necessary, however, because even if the AECM effect does not appear, so long as the radar is active, the AECM will be working.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
The Angel ECM Suite is an advanced version of the Guardian ECM Suite operating on a broader spectrum and greatly advances ECM technology on the battlefield. Development of the Angel began in the Draconis Combine shortly after the Battle of Luthien, but despite assistance from ComStar, cost overruns and internal problems within both powers kept it in its experimental stages for a long time and delayed its widespread deployment. Clan Goliath Scorpion, having learned of the Angel's development, started copying the technology to create their own version.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Angel_ECM_Suite BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following Variants equip with AECM:&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_red&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Clan || Inner Sphere&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
*[[Black Lanner]]&lt;br /&gt;
*[[Loki]]&lt;br /&gt;
*[[Masakari]]&lt;br /&gt;
*[[Hephaestus]]&lt;br /&gt;
*[[Huitzilopochtli]]&lt;br /&gt;
|&lt;br /&gt;
*[[Argus]]&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Rifleman]]&lt;br /&gt;
*[[Chevalier]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ECM]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
{{Template:Navbox Equipment}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=4474</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Troubleshooting&amp;diff=4474"/>
				<updated>2018-07-09T21:45:34Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: added the ProgramFiles(x86) case to Login information not found&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As with any Beta release of software, the [[MWLL]] mod does suffer from some crashing, lockups and bugs, but also Crysis itself is not perfect, and many problems come from the main game more than MWLL itself.&lt;br /&gt;
&lt;br /&gt;
This FAQ aims to provide a list of frequently encountered technical problems in MWLL. If you do not find your question on here, you can find help in the #tech_support channel in our [[Discord]]!&lt;br /&gt;
&lt;br /&gt;
===The server list is empty!===&lt;br /&gt;
&lt;br /&gt;
A: Our service needs purge and repopulate the server list at regular intervals. When this happens, it can take up to a minute until the list shows all servers again. Just give it some time!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The installer put the files into the wrong directory!===&lt;br /&gt;
&lt;br /&gt;
A: Right click on [https://stats.spikx.net/files/remove_mwll_install_info.reg this link], then click on &amp;quot;Save As&amp;quot;, and save it to your desktop, then merge it in your registry. Then, reboot your PC and run the MWLL installer. The installer should ask you for the MWLL installation directory now. Make sure to point it to the Crysis Wars installation directory, not to the MWLL directory!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The old link to MWLL Launcher is not working anymore!===&lt;br /&gt;
&lt;br /&gt;
A: With MWLL 0.9.0, we shipped a brand new Launcher. We suggest to create a link that points to the new launcher while installing the MWLL patch. You can also navigate to the MWLL installation folder, right click on &amp;lt;code&amp;gt;MWLLLauncher&amp;lt;/code&amp;gt; and click &amp;lt;code&amp;gt;Send to&amp;lt;/code&amp;gt; -&amp;gt; &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I clicked on &amp;lt;code&amp;gt;Configure Controls&amp;lt;/code&amp;gt; on the Launcher, but nothing happens.===&lt;br /&gt;
&lt;br /&gt;
A: The Actionmapper application requires Java 32 bit to work. Click on [https://www.java.com/en/download/manual.jsp this link], then download the Windows Offline installer (not the 64 bit), and execute it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game doesn't start or crashes while starting===&lt;br /&gt;
&lt;br /&gt;
A: Follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Make sure you installed all the redists. You find them in the installation folder of MWLL, in the &amp;lt;code&amp;gt;Redists&amp;lt;/code&amp;gt; folder. Do not attempt to install the 64 bit redistributables in 32 bit systems.&lt;br /&gt;
&lt;br /&gt;
* Click on the toolbox icon of the Launcher, check the &amp;lt;code&amp;gt;Verify Crysis Files&amp;lt;/code&amp;gt; option, then click on &amp;lt;code&amp;gt;Repair Install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If it crashes while launching, you might have a corrupted profile. In this case, you have to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, my screen goes black and nothing happens!===&lt;br /&gt;
&lt;br /&gt;
A: MWLL takes a while to start up due to the inbuilt client side cheat protection. On some machines this can give you up to 30 seconds of black screen, so give it a little while and see if it loads. If it still fails to load, try to follow these steps: &lt;br /&gt;
&lt;br /&gt;
* Make sure you installed MWLL using the new [http://mechlivinglegends.net/download/MWLL-Installer.exe Lite Installer Package] and you are using the new [https://wiki.mechlivinglegends.net/index.php/MWLL_Launcher MWLL Launcher]&lt;br /&gt;
* Try to delete this folder: &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/Profiles/&amp;lt;/code&amp;gt; before starting the launcher.&lt;br /&gt;
* Try to restart Windows' BFE service. An alternative to restarting the BFE service is simply to reboot your computer.&lt;br /&gt;
** Close MWLL&lt;br /&gt;
** Click Start, type services.msc and hit enter&lt;br /&gt;
** Locate and right click on the service named BFE '''(Base Filtering Engine)'''&lt;br /&gt;
** Click on Restart&lt;br /&gt;
** Close the Services prompt, and start MWLL&lt;br /&gt;
* If this still fails, try to switch to either OpenDNS or GoogleDNS. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here]&lt;br /&gt;
* If all of this still fails, you can give the [http://forum.mechlivinglegends.net/index.php?topic=20534.msg353494#msg353494 Alt. Launcher] a try. It comes with its own server browser and bypasses GameSpy/Qtracker altogether.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I start up MWLL, a weird console thing appears!===&lt;br /&gt;
&lt;br /&gt;
A: Just close it with tilde (~) or ESC. This is necessary to workaround an old CryEngine bug.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===MWLL won't allow me to select the correct resolution of my screen===&lt;br /&gt;
&lt;br /&gt;
A: There's a very tiny scroller on the right side of the drop down resolution list. Drag it down, and you should see all the resolution supported.&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars supports resolutions up to 1920x1200. If 1920x1200 is not available, make sure to disable any multi-GPU setup, such as Nvidia Optimus if on laptop, Nvidia SLI or AMD CrossFire if on desktop. You can also force higher resolutions in the config file, which is &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/game.cfg&amp;lt;/code&amp;gt; The commands are &amp;lt;code&amp;gt;r_width&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;r_height&amp;lt;/code&amp;gt;, which respectively set the screen width and height resolution (in pixels)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I am stuck on the connecting screen, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If it works after waiting for 2 to 5 minutes, your ISP is most likely doing [https://en.wikipedia.org/wiki/DNS_hijacking DNS hijacking]. This practice is often done by ISPs in order to intercept mistyped or non-existent domain names and serve their own site instead.&lt;br /&gt;
&lt;br /&gt;
* If you are a customer of German Telekom, you can disable the [https://kundencenter.telekom.de/ &amp;quot;Navigationshilfe&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
* Otherwise, the only workaround is to switch to a different DNS server, such as Google DNS or 1.1.1.1. Instructions are [https://www.howtogeek.com/164981/how-to-switch-to-opendns-or-google-dns-to-speed-up-web-browsing/ here] or [https://1.1.1.1/#setup-instructions here].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get &amp;quot;ERROR: Login information not found&amp;quot;, after I clicked on &amp;quot;Internet game&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: If you already have restarted the game through our launcher without success, it's possible that your firewall or antivirus is blocking network communication. At least AVG is known to do this. Please add an exception for Crysis.exe to your firewall. If the game is installed in Program Files (x86) it might be a problem with the permissions that can be fixed by moving the install folder outside of Program Files (x86).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===When I connect to a server, I get a &amp;quot;modified files&amp;quot; error and the game closes!===&lt;br /&gt;
&lt;br /&gt;
A: Just start the game again and connect normally. This is a bug that made it into 0.8 - it can happen when just having freshly installed MWLL.&lt;br /&gt;
If that doesn't solve it, you can click on &amp;lt;code&amp;gt;Verify Install&amp;lt;/code&amp;gt; on the new launcher.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My game crashes often, especially when I try to zoom!===&lt;br /&gt;
&lt;br /&gt;
A: Crashes happen. Sorry! We are working on fixing them. Here are some tweaks that could make the game more stable:&lt;br /&gt;
&lt;br /&gt;
* Crysis Wars officially supports resolution up to 1920x1200. Anything above (2k, 4k) might cause unexpected crashes (especially while zooming).&lt;br /&gt;
* Make sure you are running 64 bit mode. You can set it on the Launcher. 32 bit mode is not reccomended, as it is more unstable than the 64 bit mode.&lt;br /&gt;
* Crysis Wars is known to hate overlays. Many crashes are caused by them. Disabling all the overlays (Steam, TeamSpeak, Discord) will make the game more stable.&lt;br /&gt;
* Disable hardware acceleration on your Discord client, if you are running it.&lt;br /&gt;
* Close your web browser.&lt;br /&gt;
* Make sure you don't run the game through Steam.&lt;br /&gt;
* If you are using a multi-GPU setup (Nvidia SLI, AMD CrossFire, or Nvidia Optimus), disable it. You don't really need much GPU power anyway.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I lost my connection/crashed and now the server tells me &amp;quot;authentication failed&amp;quot; / I'm stuck on the loading screen when I try to reconnect!===&lt;br /&gt;
&lt;br /&gt;
A: Try again in 30-60 seconds. The server still sees your player and it takes a a short while until it times out.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have terrible ping and the game lags a lot!===&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;Red X&amp;quot; -- A: This can have many causes.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to where in the world the server you're playing on is located. Ping will increase with distance.&lt;br /&gt;
* Are you on Windows 10? Go to '''Windows Update settings -&amp;gt; Advanced options -&amp;gt; Choose how updates are delivered and set Updates from more than one place''' and set it to '''Off''' or '''PCs on my local network'''. Also [http://winaero.com/blog/how-to-disable-telemetry-and-data-collection-in-windows-10/ disable all telemetry] that you can find. You can also use [https://forums.spybot.info/downloads.php?id=56 Spybot Anti-Beacon]] for this.&lt;br /&gt;
* Do you have an overeager firewall or antivirus? Try disabling it temporarily.&lt;br /&gt;
* Some modems/routers and ISPs have problems with the UDP packet spam that CryEngine 2 produces. Consider changing your network hardware if possible (avoid modems with the &amp;quot;Puma 6&amp;quot; chipset).&lt;br /&gt;
* If nothing helps, an option might be to stick to games with smaller player populations. Players who experience these problems can usually play fine on servers with up to 18 players. A couple of &amp;quot;low-lag&amp;quot; servers have been set up for this purpose.&lt;br /&gt;
* Furthermore, large games simply stress the engine a lot and you will occasionaly feel like you're lagging or see warping vehicles. This cannot be helped.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I get disconnected a lot during the game, the error reads &amp;quot;Malformed packet&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
A: It is not known where exactly this error comes from, and the dev team is looking into it with a high priority. It can happen to some players more than others. Some players report that restarting or even replacing their network router works around it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Discord / TeamSpeak / Steam overlays don't work!===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine hates overlays. Not really much to do about that. Using overlays is not advisable, because they negatively affect the game stability.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My console becomes black when I open it, and clouds, terrain or the HUD get funny colors.===&lt;br /&gt;
&lt;br /&gt;
A: This is known as the rainbow bug or shader bug, it can be fixed by clicking the &amp;quot;clear shader cache&amp;quot; button in the MWLL launcher. You can prevent this bug from happening by opening and closing the console after you started the game. You can add the line consoleshow to your user.cfg in your My Documents/My Games/Crysis Wars/MWLL/Client/ directory to have it open automatically. The combined installer should be unaffected as it already comes with such a suitable autoexec.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My sound is very choppy/keeps cutting out/pops.===&lt;br /&gt;
&lt;br /&gt;
A: In Windows, go to '''Control Panel -&amp;gt; Sound -&amp;gt; Select your playback device -&amp;gt; Click Properties -&amp;gt; Advanced tab'''. Problems can appear if you use a too high sample rate. Try with '''2 channel, 16 bit, 44100 Hz (CD Quality)'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I have an high refresh rate monitor (75Hz, 120Hz, 144Hz), but when in Fullscreen mode, the screen will use a slower refresh rate (50Hz / 60Hz)===&lt;br /&gt;
&lt;br /&gt;
A: It's not possible to manually specify the refresh rate of the monitor while in Fullscreen mode, and for some reason, the game will cap the refresh rate at 50Hz / 60Hz if you do that. Only solution for that is to run the game in Windowed mode. Also, remember to disable V-Sync (use &amp;lt;code&amp;gt;r_vsync=0&amp;lt;/code&amp;gt; in the console).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How can I run the game in Fullscreen-Window / borderless-window mode?===&lt;br /&gt;
&lt;br /&gt;
A: CryEngine 2 doesn't support that screen mode. You need a third party application like [https://github.com/Codeusa/Borderless-Gaming/releases Borderless Gaming]. Remember to set the game in Windowed mode and to disable V-Sync if you want to use this.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===My mech's torso doesn't move like it should, controls are all wonky, what's up?===&lt;br /&gt;
&lt;br /&gt;
A: Make sure you have no gamepad or controller plugged in, as this can mess with Crysis' key and mouse inputs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I can't get my Joystick to work!===&lt;br /&gt;
&lt;br /&gt;
A: Crysis Wars only supports XInput devices. (i.e. X360 pad, or X360 emulators).&lt;br /&gt;
&lt;br /&gt;
You can workaround this by reading [http://wiki.mechlivinglegends.net/index.php/Joystick_Setup this guide] or see the [[Joystick Setup]] page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How do I disable force-feedback on my joystick/gamepad?===&lt;br /&gt;
&lt;br /&gt;
A: Add this to your user.cfg: &amp;lt;code&amp;gt;i_forcefeedback = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the Crysis Wars directory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===I got my joystick/gamepad to work with MWLL, but the torso twist setup doesn't work. What's going on?===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, torso/turret twist with joystick/gamepads is currently not working; this means torso and turret twist can only be operated via mouse or keyboard for the time being. We aim to have this fixed for the next release.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===What happened to my configuration (autoexec.cfg) file? It worked just a patch ago!===&lt;br /&gt;
&lt;br /&gt;
A: Patch 0.8.6 introduced a new file structure where autoexec.cfg no longer controls various settings related to MWLL. Instead, look for the user.cfg (if it doesn't exist, you can just create it) in &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/User.cfg&amp;lt;/code&amp;gt; and place your settings there instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's also a good idea to have a look at Game.log with a text editor when you're having problems. It's located in the &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars/MWLL/Client/&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:MWLL]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=3776</id>
		<title>Radar</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Radar&amp;diff=3776"/>
				<updated>2018-04-23T18:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Radar''' is a common term used to describe a Multiple Sensor Suite commonly found on units in the BattleTech Universe. Radar is the primary method of ranged non-visual unit detection and has two modes of operation.&lt;br /&gt;
&lt;br /&gt;
==Radar Modes==&lt;br /&gt;
[[Image:Passive_radar.png|thumb|right|center|upright=2.5|Radar in &amp;quot;passive&amp;quot; mode; note the blue 300m range circle in center]]&lt;br /&gt;
Vehicles can be in active or passive radar mode, affecting detection of and detectability by enemy units. The radar mode can be toggled by pressing the ['''R'''] key.&lt;br /&gt;
&lt;br /&gt;
===Active Radar===&lt;br /&gt;
Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any unit currently in active radar mode, making it much easier to detect. Active radar can be enhanced by utilizing an [[Active Radar Probes|active radar probe]], which can extend the detection radius by up to 400m. Active radar mode is also required to establish missile locks, to enable missiles to seek towards an active [[NARC]] or [[TAG]], and to receive and share [[C3]] radar data.&lt;br /&gt;
&lt;br /&gt;
===Passive Radar===&lt;br /&gt;
Passive radar functions by only listening for the signals sent out by other units, which drops the radar range to 300 meters but also makes unit much more difficult to detect. Passive radar cannot be enhanced in any way, and other than the reduction in range and radar visibility, it functions identically to active radar. Note that hostile vehicles using passive radar, as well as those in active radar mode but shielded by ECM, are undetectable in passive radar mode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Important Note:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;Since passive radar mode also disables any electronic or radar equipment ([[GECM]], [[AECM]], [[BAP]], [[BHP]]) &amp;lt;b&amp;gt;the effects do not stack!&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Battle Armor]] radar is very weak compared to the normal suite, having a detection range of only 300m, but it also makes Battle armor much more difficult to detect on Radar.&lt;br /&gt;
&lt;br /&gt;
==Detection range==&lt;br /&gt;
Radar detection depends on several factors. &lt;br /&gt;
&lt;br /&gt;
* Units running an active radar can be detected from the greatest range.&lt;br /&gt;
* Units running a passive radar have a shorter detection range (-750m for standard radar and -500m for [[C3]] radar).&lt;br /&gt;
* Units protected by electronic countermeasures ([[GECM]] and [[AECM]]) have reduced detection ranges&lt;br /&gt;
* Powered down units can only be detected by enemies equipped with an active [[BAP]] or [[BHP]].&lt;br /&gt;
* Terrain can be used as a cover to lower the detailed identification range.&lt;br /&gt;
* Radar data can be shared between multiple friendly units with [[C3]], making C3-equipped 'Mechs excellent scouts.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: auto; text-align:center;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Detected Object&lt;br /&gt;
|-&lt;br /&gt;
! Detection Equipment&lt;br /&gt;
! [[Battle Armor]]&lt;br /&gt;
! [[Battle Armor]] &amp;lt;br&amp;gt; [[AECM]]*&lt;br /&gt;
! [[Gameplay Tactics#Power Down|Powered Down]]&lt;br /&gt;
! Passive Radar (Std)&lt;br /&gt;
! Passive Radar ([[C3]])&lt;br /&gt;
! Passive Radar (Std) [[AECM]]*&lt;br /&gt;
! Passive Radar ([[C3]]) &amp;lt;br&amp;gt; [[AECM]]*&lt;br /&gt;
! Active Radar&lt;br /&gt;
! Active Radar &amp;lt;br&amp;gt; [[GECM]]&lt;br /&gt;
! Active Radar &amp;lt;br&amp;gt; [[AECM]]*&lt;br /&gt;
! Active Radar &amp;lt;br&amp;gt; [[GECM]] &amp;lt;br&amp;gt; [[AECM]]*&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle Armor]] Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 350m&lt;br /&gt;
| 350m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
|-&lt;br /&gt;
| Active Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 250m&lt;br /&gt;
| 500m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 1000m&lt;br /&gt;
| 500m&lt;br /&gt;
| 300m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
|-&lt;br /&gt;
| Passive Radar&lt;br /&gt;
| 150m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 300m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
|-&lt;br /&gt;
| Active Radar + [[BAP]]&lt;br /&gt;
| 250m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 100m&lt;br /&gt;
| 450m&lt;br /&gt;
| 700m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 1200m&lt;br /&gt;
| 700m&lt;br /&gt;
| 500m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
|-&lt;br /&gt;
| Active Radar + [[BHP]]&lt;br /&gt;
| 350m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 300m&lt;br /&gt;
| 650m&lt;br /&gt;
| 900m&lt;br /&gt;
| style=&amp;quot;font-size: 90% | Undetectable&lt;br /&gt;
| 200m&lt;br /&gt;
| 1400m&lt;br /&gt;
| 900m&lt;br /&gt;
| 700m&lt;br /&gt;
| 200m&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | ''AECM* = Under the effect of a friendly AECM.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overheating==&lt;br /&gt;
The moment an asset's heat level increases over the red line, they are equally visible to having no radar protection and running in Active Radar mode, regardless of sensor packages such as GECM. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[GECM]] - Reduces detectability by 500 meters and increases enemy missile lock-on time.&lt;br /&gt;
* [[AECM]] - Reduces detectability of nearby friendly units within 300m of the bearer by 700 meters and also increases enemy missile lock-on time against affected friendly units. The bearer is unaffected by his own [[AECM]].&lt;br /&gt;
**&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The bearer has to remain in active radar mode in order for the [[AECM]] to be effective.&lt;br /&gt;
* [[BAP]] - Expands detection range by +200 meters, or +100 for BA.&lt;br /&gt;
* [[BHP]] - Expands detection range by +400 meters, or +200 for BA.&lt;br /&gt;
* [[C3]] - Allows sharing Radar data, when passive reduces detection range by -500 instead of the usual -750.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=3773</id>
		<title>Medium Range Missiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Medium_Range_Missiles&amp;diff=3773"/>
				<updated>2018-04-19T14:29:58Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: mrms do not track tag or narc and radar mode make no difference to the reticule tracking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Medium Range Missiles''', or '''MRMs''' for short, are a unique weapon system capable of saturating an area with missiles.  MRM's are unable to lock on, like [[Short Range Missiles|SRM's]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Unlike most missile types the Medium Range Missile rack is unable to lock on, though they can be guided slightly as they are trying to track onto the reticule after being fired.  This can allow for some aim correction while firing, though for best effect it is recommended that the shot be lined up properly before firing.  At short range weapon effectiveness is significantly reduced due to the missiles firing out in a &amp;quot;shotgun&amp;quot; pattern after initial launch as well as their 20 meter minimum range.&lt;br /&gt;
&lt;br /&gt;
While the damage dealt by individual missiles is slightly less than that of [[Long Range Missiles|LRM]]'s, and their unguided nature make aiming more difficult, may give the impression of a sub-par weapon system MRMs make up for it through sheer weight of fire.  Even the smallest MRM rack fires off 10 missiles at once and with so many missiles hitting the enemy cockpit will be shaken quite violently.  In addition, their tendency to spread when fired enables them to saturate an area, helping to ensure that at least some hits are scored and making the weapon especially effective against targets clustered together closely.  These same factors do make the missiles less effective against fast moving targets, or when moving laterally when the missiles launch.&lt;br /&gt;
&lt;br /&gt;
Only Inner Sphere units may make use of MRM's.&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
All stats are current as of release 0.9.3.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid #2d936b; text-align:center; background:#101010;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;height:50px; text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; | '''Weapon'''&lt;br /&gt;
! '''Max Range'''&lt;br /&gt;
! '''Min Range'''&lt;br /&gt;
! '''Ammo/ton'''&lt;br /&gt;
! '''Heat'''&lt;br /&gt;
! '''Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''[[Damage types|Damage Type]]'''&lt;br /&gt;
! '''Secondary Damage'''&lt;br /&gt;
! style=&amp;quot;width: 6%&amp;quot; | '''Secondary Damage Type'''&lt;br /&gt;
! '''Splash Radius'''&lt;br /&gt;
! '''Shots/min'''&lt;br /&gt;
! '''Mech Damage/sec'''&lt;br /&gt;
! '''Heat/sec'''&lt;br /&gt;
! '''Ammo Cost/ton'''&lt;br /&gt;
! '''Max Damage/ton Ammo'''&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this template when adding new missile weapons. It should match the column format above.&lt;br /&gt;
| Weapon&lt;br /&gt;
| Max Range&lt;br /&gt;
| Minimum Range&lt;br /&gt;
| Ammo/ton&lt;br /&gt;
| Heat&lt;br /&gt;
| Damage&lt;br /&gt;
| Damage Type&lt;br /&gt;
| Secondary Damage&lt;br /&gt;
| Secondary Damage Type&lt;br /&gt;
| Splash Radius&lt;br /&gt;
| Shots/min&lt;br /&gt;
| Mech Damage/sec&lt;br /&gt;
| Heat/sec&lt;br /&gt;
| Ammo Cost/ton&lt;br /&gt;
| Max Damage/ton Ammo&lt;br /&gt;
| Notes&lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| Air MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 136.82&lt;br /&gt;
| 7.69&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM10&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 46.13&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 10x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 12.5&lt;br /&gt;
| 171.03&lt;br /&gt;
| 9.61&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 273.65&lt;br /&gt;
| 15.38&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM20&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 92.27&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 20x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 8.33&lt;br /&gt;
| 228.04&lt;br /&gt;
| 12.81&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 410.47&lt;br /&gt;
| 23.07&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM30&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 138.4&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 30x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 7.5&lt;br /&gt;
| 307.86&lt;br /&gt;
| 17.3&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Air MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1m / 3m&lt;br /&gt;
| 10&lt;br /&gt;
| 547.3&lt;br /&gt;
| 30.76&lt;br /&gt;
| 250&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Does not follow crosshairs&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| MRM40&lt;br /&gt;
| 700m&lt;br /&gt;
| 20m&lt;br /&gt;
| 240&lt;br /&gt;
| 184.54&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Missile&lt;br /&gt;
| 40x 78.19&lt;br /&gt;
| Frag&lt;br /&gt;
| 1.5m / 5m&lt;br /&gt;
| 6&lt;br /&gt;
| 328.38&lt;br /&gt;
| 18.45&lt;br /&gt;
| 1050&lt;br /&gt;
| 19702.72&lt;br /&gt;
| Shotgun effect&amp;lt;br&amp;gt;Follows Crosshairs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MRM's vs. LRM's===&lt;br /&gt;
Because it can be difficult to find areas that allow a unit to take full advantage of an LRM or ERLRM rack's range, MRM's can prove to be a more effective weapon overall depending on the location where they are employed.  Their lack of a ballistic trajectory after launch makes them significantly more effective in close quarters fights while they still have a range edge over dedicated short range weapons, especially as the sudden swarm of missiles can be shocking to see against a pilot who isn't use to the sight.  When fired at targets near its maximum range the effectiveness quickly drops off, however, and making it difficult to score any hits on targets unless they are not paying attention.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==MWLL History== --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Medium Range Missiles were introduced by the Draconis Combine's Luthien Armor Works in 3058.  Their effort was based around a &amp;quot;dead-fire&amp;quot; concept and were intended to deliver smaller and less expensive missiles aimed at area saturation fire.  To this end the missiles completely lacked any sort of guidance system, a huge step backward compared to other systems, which enabled them to make use of lighter missiles and launchers.  Initially the weapon was spurned as something for green cadets, however it has since caught on in regular military units among Successor States and mercenaries.&lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Medium_Range_Missile BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
The following vehicles equip these weapons.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background:#101010; border:1px solid #303030;&amp;quot;&lt;br /&gt;
|- class=&amp;quot;stripe_green&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! MRM10 || MRM20 || MRM30 || MRM40&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Bushwacker]]&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Owens]]&lt;br /&gt;
*[[Hawkmoth]]&lt;br /&gt;
*[[SparrowHawk]]&lt;br /&gt;
|&lt;br /&gt;
*[[Atlas]]&lt;br /&gt;
*[[Avatar]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Raven]]&lt;br /&gt;
*[[Osiris]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Corsair]]&lt;br /&gt;
|&lt;br /&gt;
*[[Awesome]]&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Chimera]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Warhammer]]&lt;br /&gt;
*[[Partisan]]&lt;br /&gt;
*[[Rusalka]]&lt;br /&gt;
|&lt;br /&gt;
*[[Catapult]]&lt;br /&gt;
*[[Mauler]]&lt;br /&gt;
*[[Thanatos]]&lt;br /&gt;
*[[Demolisher]]&lt;br /&gt;
*[[Regulator]]&lt;br /&gt;
*[[Shiva]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Extended Long Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Streak Short Range Missiles]]&lt;br /&gt;
&lt;br /&gt;
*[[Advanced Tactical Missiles]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Missile weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;{{Navbox Weapons}}&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=How_to_Install_MWLL&amp;diff=2998</id>
		<title>How to Install MWLL</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=How_to_Install_MWLL&amp;diff=2998"/>
				<updated>2018-01-28T22:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: bah just name it latest version instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The install process for Mechwarior: Living Legends (MWLL) is undergoing some rapid changes. To help developers and you, this guide will explain the process for version 0.8.6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This guide will focus only on Windows. The base ''Crysis Wars'' game was not designed to work with any other OS, although it can be run, with some success, in Linux using Wine.&lt;br /&gt;
 &lt;br /&gt;
== Minimum System Requirements ==&lt;br /&gt;
* '''CPU:''' Intel Pentium 4 2.8 GHz (3.2 GHz for Vista), Intel Core 2.0 GHz (2.2 GHz for Vista), AMD Athlon 2800+ (3200+ for Vista) &lt;br /&gt;
* '''RAM:''' 1 GB (1.5 GB on Windows Vista)&lt;br /&gt;
* '''Video Card:''' NVIDIA GeForce 6800 GT, ATI Radeon 9800 Pro (Radeon X800 Pro for Vista) &lt;br /&gt;
* '''VRAM:''' 256MB of Graphics Memory&lt;br /&gt;
* '''Storage:''' 10 to 15GB ''(new maps take additional space)''&lt;br /&gt;
* '''Sound Card:''' DirectX 9.0c Compatible&lt;br /&gt;
* '''OS:''' Microsoft Windows XP with Service Pack 2 or Microsoft Vista&lt;br /&gt;
* '''DirectX:''' DX9.0c or DX10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[Actionmapper|Action Mapper]] tool that is used to change keybindings requires '''32-bit''' Java, which is available [https://www.java.com/it/download/manual.jsp here]&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
If you had MWLL installed previously, a clean profile is reccomended. Should you have any pre-0.9.0 build of MWLL, it is highly recommended to delete the whole profile folder found in &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The launcher is able to update any pre-0.9.0 version to the latest version automatically.&lt;br /&gt;
&lt;br /&gt;
== Download file and Patch ==&lt;br /&gt;
#Go to the official download page at http://www.mechlivinglegends.net/&lt;br /&gt;
#Download the MWLL Installer&lt;br /&gt;
&lt;br /&gt;
== Install the files ==&lt;br /&gt;
#Install by running ''MWLL-Installer.exe''&lt;br /&gt;
#After that, if you are coming from an old install, make sure to delete the My Documents/My Games/Crysis Wars folder, as the 0.8.0 installer creates an outdated profile that can cause issues when starting the game for the first time.&lt;br /&gt;
#Patch up to the latest version by using the launcher.&lt;br /&gt;
&lt;br /&gt;
== Run for the first time ==&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;&amp;quot;| [[File:Launcher.png|400px]] &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;border-top:1px solid #111f2f;&amp;quot;| &lt;br /&gt;
# Install the launcher to your preferred installation directory.&lt;br /&gt;
# Run the MWLL Launcher.&lt;br /&gt;
#* Agree to UAC dialogue if prompted.&lt;br /&gt;
# Click 'Update' to install the latest version of MWLL. This will install the game to the same directory as the MWLL Launcher.&lt;br /&gt;
# Once the download has finished, enter your preferred profile name. This will automatically generate a user profile.&lt;br /&gt;
# Click 'Launch' to start the game.&lt;br /&gt;
&lt;br /&gt;
The game will often take a bit of time to load upon being run for the first time. It may also crash initially -- don't worry! Run the game again and it should load up without any issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Updating from a previous version ===&lt;br /&gt;
# Run the launcher shortcut from start menu or desktop.&lt;br /&gt;
#* Agree to UAC dialogue if prompted.&lt;br /&gt;
# Click 'Update' to install the latest version of MWLL.&lt;br /&gt;
#* The launcher will prompt you do delete stray files. Click 'Yes'. A second prompt will ask you to confirm. Click 'Yes&amp;quot;.&lt;br /&gt;
# The launcher will verify your game install and download any game files that have changed from the previous version.&lt;br /&gt;
# Once the update is finished, click 'Launch' to start the game.&lt;br /&gt;
&lt;br /&gt;
The game will often take a bit of time to load upon being run for the first time. It may also crash initially -- don't worry! Run the game again and it should load up without any issues. There will also be a box that appears very briefly on the screen and then disappears. This is also intended.&lt;br /&gt;
&lt;br /&gt;
== Connecting to a server ==&lt;br /&gt;
{| &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;&amp;quot;| [[File:main_menu.png|400px]] ||style=&amp;quot;border-bottom:1px solid #111f2f;border-top:1px solid #111f2f;&amp;quot;| &lt;br /&gt;
# Select Multiplayer from the main menu&lt;br /&gt;
# Select Internet Game&lt;br /&gt;
# Once in internet Games Tab you will be shown a list of active servers. Double-click a server to connect to it.&lt;br /&gt;
&lt;br /&gt;
After everything loads, you're ready to play!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== It's not working! Where can I get help? ==&lt;br /&gt;
&lt;br /&gt;
If you're having trouble getting the game to install or run, you can check the [[Troubleshooting]] page or join the MWLL [[Discord]] server using the link in the Launcher - ask for help in #tech_support or #mwll_general. &lt;br /&gt;
&lt;br /&gt;
A note about profiles: if you change profiles while in-game, you will need to restart the game for the change to properly take effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What's Next? ==&lt;br /&gt;
&lt;br /&gt;
If you're new to [[MWLL]], reading the [[MWLL Basics Guide]] will help orient you with the interface and how to play the game. The other guides shown below are very useful as well, even if you played a previous version of MWLL.&lt;br /&gt;
&lt;br /&gt;
Otherwise, join a game in progress and have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=How_to_Install_MWLL&amp;diff=2997</id>
		<title>How to Install MWLL</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=How_to_Install_MWLL&amp;diff=2997"/>
				<updated>2018-01-28T22:51:25Z</updated>
		
		<summary type="html">&lt;p&gt;DeimosEvotec: current version is 0.9.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The install process for Mechwarior: Living Legends (MWLL) is undergoing some rapid changes. To help developers and you, this guide will explain the process for version 0.8.6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This guide will focus only on Windows. The base ''Crysis Wars'' game was not designed to work with any other OS, although it can be run, with some success, in Linux using Wine.&lt;br /&gt;
 &lt;br /&gt;
== Minimum System Requirements ==&lt;br /&gt;
* '''CPU:''' Intel Pentium 4 2.8 GHz (3.2 GHz for Vista), Intel Core 2.0 GHz (2.2 GHz for Vista), AMD Athlon 2800+ (3200+ for Vista) &lt;br /&gt;
* '''RAM:''' 1 GB (1.5 GB on Windows Vista)&lt;br /&gt;
* '''Video Card:''' NVIDIA GeForce 6800 GT, ATI Radeon 9800 Pro (Radeon X800 Pro for Vista) &lt;br /&gt;
* '''VRAM:''' 256MB of Graphics Memory&lt;br /&gt;
* '''Storage:''' 10 to 15GB ''(new maps take additional space)''&lt;br /&gt;
* '''Sound Card:''' DirectX 9.0c Compatible&lt;br /&gt;
* '''OS:''' Microsoft Windows XP with Service Pack 2 or Microsoft Vista&lt;br /&gt;
* '''DirectX:''' DX9.0c or DX10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The [[Actionmapper|Action Mapper]] tool that is used to change keybindings requires '''32-bit''' Java, which is available [https://www.java.com/it/download/manual.jsp here]&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
If you had MWLL installed previously, a clean profile is reccomended. Should you have any pre-0.9.0 build of MWLL, it is highly recommended to delete the whole profile folder found in &amp;lt;code&amp;gt;%USERPROFILE%/Documents/My Games/Crysis Wars&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The launcher is able to update any pre-0.9.0 version to 0.9.1 automatically.&lt;br /&gt;
&lt;br /&gt;
== Download file and Patch ==&lt;br /&gt;
#Go to the official download page at http://www.mechlivinglegends.net/&lt;br /&gt;
#Download the MWLL Installer&lt;br /&gt;
&lt;br /&gt;
== Install the files ==&lt;br /&gt;
#Install by running ''MWLL-Installer.exe''&lt;br /&gt;
#After that, if you are coming from an old install, make sure to delete the My Documents/My Games/Crysis Wars folder, as the 0.8.0 installer creates an outdated profile that can cause issues when starting the game for the first time.&lt;br /&gt;
#Patch up to the latest version by using the launcher.&lt;br /&gt;
&lt;br /&gt;
== Run for the first time ==&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;&amp;quot;| [[File:Launcher.png|400px]] &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;border-top:1px solid #111f2f;&amp;quot;| &lt;br /&gt;
# Install the launcher to your preferred installation directory.&lt;br /&gt;
# Run the MWLL Launcher.&lt;br /&gt;
#* Agree to UAC dialogue if prompted.&lt;br /&gt;
# Click 'Update' to install the latest version of MWLL. This will install the game to the same directory as the MWLL Launcher.&lt;br /&gt;
# Once the download has finished, enter your preferred profile name. This will automatically generate a user profile.&lt;br /&gt;
# Click 'Launch' to start the game.&lt;br /&gt;
&lt;br /&gt;
The game will often take a bit of time to load upon being run for the first time. It may also crash initially -- don't worry! Run the game again and it should load up without any issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Updating from a previous version ===&lt;br /&gt;
# Run the launcher shortcut from start menu or desktop.&lt;br /&gt;
#* Agree to UAC dialogue if prompted.&lt;br /&gt;
# Click 'Update' to install the latest version of MWLL.&lt;br /&gt;
#* The launcher will prompt you do delete stray files. Click 'Yes'. A second prompt will ask you to confirm. Click 'Yes&amp;quot;.&lt;br /&gt;
# The launcher will verify your game install and download any game files that have changed from the previous version.&lt;br /&gt;
# Once the update is finished, click 'Launch' to start the game.&lt;br /&gt;
&lt;br /&gt;
The game will often take a bit of time to load upon being run for the first time. It may also crash initially -- don't worry! Run the game again and it should load up without any issues. There will also be a box that appears very briefly on the screen and then disappears. This is also intended.&lt;br /&gt;
&lt;br /&gt;
== Connecting to a server ==&lt;br /&gt;
{| &lt;br /&gt;
|style=&amp;quot;border-bottom:1px solid #111f2f;&amp;quot;| [[File:main_menu.png|400px]] ||style=&amp;quot;border-bottom:1px solid #111f2f;border-top:1px solid #111f2f;&amp;quot;| &lt;br /&gt;
# Select Multiplayer from the main menu&lt;br /&gt;
# Select Internet Game&lt;br /&gt;
# Once in internet Games Tab you will be shown a list of active servers. Double-click a server to connect to it.&lt;br /&gt;
&lt;br /&gt;
After everything loads, you're ready to play!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== It's not working! Where can I get help? ==&lt;br /&gt;
&lt;br /&gt;
If you're having trouble getting the game to install or run, you can check the [[Troubleshooting]] page or join the MWLL [[Discord]] server using the link in the Launcher - ask for help in #tech_support or #mwll_general. &lt;br /&gt;
&lt;br /&gt;
A note about profiles: if you change profiles while in-game, you will need to restart the game for the change to properly take effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What's Next? ==&lt;br /&gt;
&lt;br /&gt;
If you're new to [[MWLL]], reading the [[MWLL Basics Guide]] will help orient you with the interface and how to play the game. The other guides shown below are very useful as well, even if you played a previous version of MWLL.&lt;br /&gt;
&lt;br /&gt;
Otherwise, join a game in progress and have fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>DeimosEvotec</name></author>	</entry>

	</feed>