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	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4730</id>
		<title>A Primer for MWO Players</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4730"/>
				<updated>2018-09-18T12:14:40Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Mechanic Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This primer is intended for players of ''MechWarrior Online'' (MWO) who want to try playing ''[[MechWarrior: Living Legends]]'' (MWLL). It will explore the differences between MWO and MWLL, from touching on each games' particular design elements to the finer mechanics of how some BattleTech concepts are handled, as while each game may seem similar to one another on the surface, there are many fundamental differences between the two.&lt;br /&gt;
&lt;br /&gt;
Overcoming these differences can be confusing and frustrating for new MWLL players whose previous MechWarrior experience is grounded in MWO. As a result, this page was created to help you learn what to expect when playing MWLL, compared to the behaviour of game elements you are used to from MWO.&lt;br /&gt;
&lt;br /&gt;
Please note that this primer is '''''NOT''''' meant to demonstrate one game as being better than the other -- it is solely a tool to aid MWO players in becoming more accustomed to MWLL's mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Design Differences==&lt;br /&gt;
&lt;br /&gt;
There are a number of basic game design choices that both MWO and MWLL have chosen to handle quite differently and are easily the most noticeable things you will come across.&lt;br /&gt;
&lt;br /&gt;
===Mechlab===&lt;br /&gt;
&lt;br /&gt;
The first and perhaps foremost is that MWLL does '''not''' feature a Mechlab function. Originally, a Mechlab functionality of some sort was planned for MWLL, however attempting to implement a Mechlab properly and seamlessly into the game's framework at the time proved to be impossible for the original development team. Over time, the lack of a Mechlab became more of a feature rather than a drawback or problem with the game. &lt;br /&gt;
&lt;br /&gt;
In comparison, MWO was designed from the ground-up around having a working Mechlab from the beginning in order to deliver an experience that closely mirrored older Mechwarrior titles such as ''MechWarrior 2'', which followed the Classic BattleTech (CBT) system of critical slots, while also borrowing elements from ''MechWarrior 4'' in each location or component having a fixed limit of how many and what types of weapons can be fitted to certain locations.&lt;br /&gt;
&lt;br /&gt;
===General Gameplay===&lt;br /&gt;
&lt;br /&gt;
MWLL's gameplay is based off of the ''Battlefield'' series of games and lets players control a wide range of vehicles (referred to as assets) found in the ''BattleTech'' universe that include [[Battle Armor]], [[Tanks]], [[Aerospace Fighters]], [[VTOLs]] and of course, [[Mechs]] where teamwork and combined-arms strategies are encouraged. The most popular game-type is [[Terrain Control]], where players capture strategic locations and hold them to deprive the other team of tickets. It is similar to the Conquest game mode in MWO, except with the inclusion of repair bays and forward 'Mech factories, these bases take on much more significance than you may be used to. Capturing a base with a 'Mech bay can be crucial in securing victory on some maps as it forces the other team to respawn at their main base and spend time walking to the front lines.&lt;br /&gt;
&lt;br /&gt;
As a result of this design choice, there is an economy system where you earn [[CBills]] (money) for dealing damage, capturing bases and a few other activities, such as spotting enemies while using [[C3]]. You use saved [[CBills]] to purchase fixed-configuration assets of your choice. As a result of having an economy, players can respawn in typical games when they die. In addition to this, players are guarenteed a minimum amount of [[CBills]] upon respawn, which is governed by their [[rank]]. You rank up by gaining points, which are earned the same way as you earn [[CBills]].&lt;br /&gt;
&lt;br /&gt;
MWO focuses on deathmatch gameplay, similar to games like ''World of Tanks'' or ''World of Warships'', where the main goal is to defeat the other team by killing them. This is aided with the use of the matchmaking service that allows you to get into a game quickly and that also lets you enter the matchmaking queue with a number of your friends who will be on your team. MWLL has no matchmaking service; instead, players join servers/games in progress and pick a team before they spawn in. The game will prevent too many players from joining one team at a time, although with a much smaller community, it is up to the players in the match to ensure the match is not stacked, either by numbers or skill, in favour of one side.&lt;br /&gt;
&lt;br /&gt;
Given their different approaches to gameplay, MWLL's pacing is slower than MWO. A typical MWLL match takes up to an hour to resolve, while in MWO a match is usually over within 15 minutes or less.&lt;br /&gt;
&lt;br /&gt;
===Source Material===&lt;br /&gt;
&lt;br /&gt;
MWLL follows CBT when it can, but it breaks with the tabletop game in some areas. Reasons for modifying CBT concepts are usually gameplay-based, where a mechanic from tabletop does not fit well with the game, is difficult to implement or is found to be unbalanced or simply not fun to play with. A good example of this is with [[MBL|Medium Lasers]] --  all of these weigh two tons for MWLL's variants instead of being one ton like CBT, regardless of being regular, extended-range or Clan. This change was made because MLs of any kind are very efficient weapons for their weight, leading some configurations that use multiple MLs to have a disproportionate amount of firepower.&lt;br /&gt;
&lt;br /&gt;
MWO adheres much more closely to CBT, down to weapon ranges, tonnage, slots and damage dealt. Instead of modifying weapon stats like MWLL, MWO uses mechanics such as ghost heat (heat scaling) to curtail the boating of weapons like MLs.&lt;br /&gt;
&lt;br /&gt;
===Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In MWLL, light 'Mechs are primarily used as starters. They are all you can afford at the start of a match and you use them to bankroll more expensive assets later in the game. Lighter assets are also useful as scouts or flankers to capture lightly-defended rear bases in [[Terrain Control]] games, especially later into the game after most players have moved into slower assets. In MWO, light 'Mechs are commonly used as assault hunters, using their high speed/acceleration and high-DPS, short-range loadouts to harass or take down assault 'Mechs that are out of position or simply to very quickly dart in and out of cover using massed lasers to precisely carve their targets up.&lt;br /&gt;
&lt;br /&gt;
* Because of the economy system and concept of asset progression throughout the course of a match, MWLL does not balance its light assets directly against heavier ones. Instead, they are balanced around their cost and role(s) that they are intended to be used for. This means that it is very unlikely you can bring down an [[Atlas]] using a [[Cougar]], since the Atlas costs twice as much as the Cougar and will be the stronger unit in a duel due to the higher price tag. That being said, more expensive assets are not automatically better; the best tool for the job depends on the strategic situation you are currently in and how many CBills you have available to spend.&lt;br /&gt;
&lt;br /&gt;
* MWLL has no skill trees of any kind, as there is no in-game framework to keep track of them and it is incompatible with the way the game is set up. There are also no consumable items or skills akin to Cool Shot or Airstrikes in MWLL.&lt;br /&gt;
&lt;br /&gt;
* 'Mechs are generally less agile in MWLL than MWO, with slower torso turn rates, acceleration and leg turn rates, that reflect the slower pace of play. It also means assault 'Mechs are more vulnerable to being crippled by [[Battle Armor]], [[Aerospace Fighters]] or long-range fire. However, 'Mechs tend to have greater torso twist/pitch ranges in MWLL to give them some ability to defend themselves against aerospace units. This difference is not only balance-related as mentioned previously, but is also related to the lack of a skill tree providing agility benefits. Of all the general balance differences, this one is perhaps the hardest for most MWO players to adjust for, as a 'Mech will not hit top speed in two or three steps, so there is a higher demand on making smart choices with regard to positioning.&lt;br /&gt;
&lt;br /&gt;
* It is also somewhat easier to headshot a 'Mech in MWLL than in MWO. This being said, headshot-kills are quite uncommon with a couple of exceptions, namely the [[Awesome]]. The head hitbox for all 'Mechs tends to &amp;quot;bleed&amp;quot; damage to the center torso, making a deliberate head-kill require time and consistent gunnery to pull off. In many cases, it is often faster to simply focus the center torso than the head to get a kill.&lt;br /&gt;
&lt;br /&gt;
* Since MWLL features air assets as well as artillery in the form of the [[Long Tom Artillery Tank|Long Tom]] (LT) and the [[Rommel#Variant A|Thumper]], stalemates or camping standoffs can be broken far more easily in MWLL than in MWO. Bombing runs by aerospace fighters can deliver crippling damage to slow ground units, while shelling by a competent LT or Thumper gunner can devastate 'Mechs that do not turn their radar off. Since most LRM 'Mechs do not carry [[GECM|Guardian ECM]] and need active radar to achieve locks in the absence of a spotter using [[NARC]]s or [[TAG]], they are especially vulnerable to being hit by Long Tom shells.&lt;br /&gt;
&lt;br /&gt;
* Lastly, MWLL has no third-person view, unlike in MWO. This was a decision made as it was believed that giving players a third-person perspective would lead to an unfair advantage as it allows for peeking around corners or cover. It was also done to maintain a higher level of immersion for the game.&lt;br /&gt;
&lt;br /&gt;
==Mechanic Differences==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As mentioned previously, since MWLL utilizes a system of fixed variants for its 'Mech and non-Mech assets, there is no ghost heat whatsoever.&lt;br /&gt;
&lt;br /&gt;
* Another consequence of using fixed variants is that targeting an asset in MWLL does not display its weapons loadout. This makes visually identifying opposing units more important. With some time in MWLL games, you will learn to notice the particular silhouettes of common variants, as variants are almost always visually distinct from one another.&lt;br /&gt;
&lt;br /&gt;
* Dealing damage earns you points, which allow you to gain [[rank]]s and [[CBills]] that let you purchase more expensive assets. From a direct gameplay standpoint, scoring kills is not as vital as in MWO, though kills do provide a CBill bonus, even if you are nowhere nearby -- you will still gain a bonus provided you dealt damage to the player that died. For MWO, damage is not as important as securing kills on your opponents, since killing the other team is generally the easiest way to win.&lt;br /&gt;
&lt;br /&gt;
* The time-to-kill (TTK) is generally somewhat longer in MWLL than MWO. This is primarily the result of assets not using Mechlab-optimized loadouts for maximum efficiency, but also MWLL does not model engine critical hits the same way as MWO does. An Inner Sphere 'Mech with an XL engine will not be destroyed upon loss of a side torso; instead, any hits to the destroyed torso will transfer to the centre torso and deal twice the damage as it normally would have. When a side torso is lost in MWLL, the accompanying arm is '''not''' lost as well, nor is your top speed &amp;amp; heat dissipation impacted, unlike MWO.&lt;br /&gt;
&lt;br /&gt;
* To continue from the previous point, shooting a destroyed side torso is a good idea in MWLL, whereas in MWO, doing this is to be avoided at all costs since shooting destroyed side torsos in MWO reduces the damage you deal. For more information on damage modelling in MWLL, check out the [[Armor]] article.&lt;br /&gt;
&lt;br /&gt;
* Rear torsos in MWLL work a bit differently as well. There is only one armor section that covers the entire back of a 'Mech. This rear torso section typically has slightly less armor than a side torso section. When the rear torso is breached, your 'Mech is &amp;quot;engined&amp;quot;, losing half its maximum speed. Damage dealt when the rear torso is breached transfers to the center torso with a 3.0x multiplier.&lt;br /&gt;
&lt;br /&gt;
* [[LRM]]s, [[SSRM]]s, [[ATM]]s and [[Arrow IV]]s in MWLL cannot lock onto targets that are not in your line of sight. In order to indirectly fire these missile weapons, the target must be painted with either a [[NARC]] beacon or using [[TAG]]. This helps prevent LRM spam tactics from making the game significantly less enjoyable. It also rewards teamwork.&lt;br /&gt;
&lt;br /&gt;
* Unlike MWO, MWLL does not feature radar sharing by default. In order to share your radar with your team, your asset must be equipped with [[C3]], a specialized piece of equipment. This can be also circumvented by talking with your team and calling out contacts as you see them so your team knows where the opposing team is at and thus can respond effectively.&lt;br /&gt;
&lt;br /&gt;
* In MWLL, you can switch your radar between ''active'' and ''passive'' with the R key. When passive, you will be much harder to detect on radar yet will have a vastly reduced radar/targeting range yourself. MWO has no passive radar toggle. You can also target opponents out of your line of sight in MWLL, whereas you must see the target to lock onto it in MWO. See the [[radar]] article for more information.&lt;br /&gt;
&lt;br /&gt;
* MWO's version of the Advanced Tactical Missile ([[ATM]]) launcher is a missile weapon that loses damage the further the missiles travel. MWLL uses a setup closer to that found in CBT by having three different types of ATM: extended range (ER), standard (STD) and high explosive (HE). Each type of launcher deals damage that remains the same no matter how far the missiles fly.&lt;br /&gt;
&lt;br /&gt;
* [[SRM]]s in MWLL fire as a stream of missiles, whereas in MWO they fire all at once in a single burst.&lt;br /&gt;
&lt;br /&gt;
* [[MRM]]s in MWLL on ground units are wire-guided, meaning that they will attempt to follow your crosshair as you twist your torso or turn. MWO's MRMs are strictly dumbfire and cannot have their course corrected once fired.&lt;br /&gt;
&lt;br /&gt;
* [[UAC]]s in MWLL do not feature random chances for jamming. Only when fired for too long or too quickly do these weapons 'jam' and thus require time to be ready again, similar to [[RAC]]s in both MWLL and MWO.&lt;br /&gt;
&lt;br /&gt;
* Players can eject from their assets in MWLL. While doing this in general combat is not recommended, in a duel (1v1) setting doing so can enable you to win, provided your opponent is weakened to the point where a single C8 grenade can kill them. Also, on the off chance you run across a 'Mech listed as NO DRIVER with a destroyed head section, you can actually take control of that 'Mech and drive it home to repair it or sell for the CBills.&lt;br /&gt;
&lt;br /&gt;
* MWLL does not feature any UAVs at all. This can make gaining visuals on the other team's deployments more difficult, but also opens the door for dedicated scout units. Also, with aerospace fighters and VTOLs, obtaining aerial recon is always an option but requires a player to take that role on.&lt;br /&gt;
&lt;br /&gt;
* Overheating in MWO briefly shuts your 'Mech down until it cools enough to automatically start up again -- you only die if you massively exceed heat capacity. In MWLL, exceeding your asset's heat capacity will cause you to begin taking damage almost right away, which can be lethal if you are heavily damaged. As a result, avoid exceeding your heat capacity as much as possible. You can use the flush coolant key (C key, by default) to help keep heat under control.&lt;br /&gt;
&lt;br /&gt;
* MWLL features both screen- and aim-shake, whereas MWO only has minor screen-shake. This is a useful mechanic for some variants as it allows them to buy time during battle to gain the upper hand. That being said, only a few weapons induce any kind of shaking, namely missiles, PPCs and larger autocannons.&lt;br /&gt;
&lt;br /&gt;
* Trees, rocks and other obstacles in MWLL have a physical 'presence' on the map and will slow down or stop your 'Mech down if you walk into them. Some trees will be destroyed when walked into, while some will not. In MWO, you can freely walk into/through trees without any effect on your 'Mech. This is often a difficult adjustment for many MWO players to make and it will challenge your piloting abilities.&lt;br /&gt;
&lt;br /&gt;
* MWLL utilizes constant throttle by default, meaning when you stop pressing W, your 'Mech maintains its throttle setting until you slow down or brake. In MWO, the default is throttle decay, so not pressing W will bring your 'Mech to a stop. You can use the default '''K''' key to switch between constant and decaying throttle if you need throttle decay to play.&lt;br /&gt;
&lt;br /&gt;
* Hostile TAG lasers can only be seen using [[Night Vision]] in MWLL, whereas they are always visible to all players in MWO. There is also no heat/IR-vision in MWLL.&lt;br /&gt;
&lt;br /&gt;
* Stealth Armor exists in MWLL as a hard-mount only on one 'Mech, the [[Anubis]], which allows it to be detected at only 350m compared to the regular 500m for all [[GECM]]-carrying assets. While its stealth armor does not build heat, interfere with seeing hostile target icons and is always active, the Anubis carries no coolant to compensate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jump Jets===&lt;br /&gt;
&lt;br /&gt;
Jump Jets in MWLL are generally simpler to use than in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWLL offers two types of Jump Jets - standard (often simply written as &amp;quot;JJ&amp;quot;) and improved (often written as &amp;quot;iJJ&amp;quot;) - while MWO only has a single type of Jump Jets.&lt;br /&gt;
&lt;br /&gt;
* MWLL's standard JJ offer a simple, relatively short jump that can be vectored in whichever direction a player's 'Mech was initially moving, although provides nearly no room for mid-jump direction change. &lt;br /&gt;
** Improved Jump Jets allow a player to vector their 'Mech's jump in any direction the player wishes to move, even while in mid-air, and provides roughly twice as much fuel as standard Jump Jets.&lt;br /&gt;
** Jump vectoring can be controlled with the same movement keys as those used to move a 'Mech. It is key to note that the jump vectoring is '''relative to your ''torso'' facing''', not your legs as in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWO's Jump Jets allow for almost the same movement which is possible with MWLL's improved Jump Jets, and can even allow a player's 'Mech to rotate itself 180 degrees while in mid-air, and while keeping original momentum. &lt;br /&gt;
&lt;br /&gt;
* Furthermore, MWO features fall damage, and jumping from great heights will result in minor damage to both of a 'Mech's legs. This mechanic is absent in MWLL.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
* [[MWLL Basics Guide]]&lt;br /&gt;
* [[Starter Asset Guide]]&lt;br /&gt;
* [[Terrain Control Guide]]&lt;br /&gt;
* [https://docs.google.com/document/d/131pcY01x-O0IS-vHmLlqzSsrXpr8EGHMCG5WgRh_0Fg/edit?usp=sharing The Proving Grounds], a training initiative open to all players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--include stuff about tanks, vtols, asfs and BA work--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=MWLL_Basics_Guide&amp;diff=4669</id>
		<title>MWLL Basics Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=MWLL_Basics_Guide&amp;diff=4669"/>
				<updated>2018-08-31T00:12:52Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the '''Mechwarrior: Living Legends Basics Guide'''!&lt;br /&gt;
&lt;br /&gt;
Here you will be able to familiarize yourself with the basics of [[Mechwarrior: Living Legends]] after installing the mod and joining a game. If you'd rather watch a video first, check out some of the [[MWLL Tutorial Videos|tutorial videos here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''If you're new to the mod, it is &amp;lt;u&amp;gt;highly recommended&amp;lt;/u&amp;gt; to join one of the Free Testing servers available (such as Huntress|C|Free Testing Centre), so you can get familiar with the basics on your own time and try out different assets right away.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Buying the Mech==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
| [[File:Guide basic buying new.png|350px]] || We'll begin with '''familiarizing you with the starting HUD''', as well as '''utilizing the Buy Menu'''. Each player starts the game in [[Battle Armor]] (abbreviated BA) - a suit that affords light protection, limited radar, BA-exclusive weapons, and [[Jump Jets]]. The interface you'll see at the beginning of the game will be similar to the image to the left. Let's see what elements we have on it:&lt;br /&gt;
# BA [[Radar]] - All friendly units are shown in blue, enemy units are red and neutral units white. Each Battle Armor has a Radar range of [[Radar#Detection_range|350]] meters.&lt;br /&gt;
# Battle Armor Status - This displays both your Armor's health (external layer), and your personal health (the Human silhouette). Health will regenerate over time if you take damage, and note that the BA is far more resistant to damage than yourself; if your Armor is depleted, it is unlikely you'll survive another hit.&lt;br /&gt;
# Timer - Displays the amount of time left in the current match.&lt;br /&gt;
# Buy Indicator - When it's visible, you can access the buy menu with the '''[,]''' ''(comma)'' key.&lt;br /&gt;
# Buy Menu - After pressing '''[,]''' ''(comma)'', the buy menu will appear on the right-hand side of your screen. From here, you will be able to buy Mechs, Vehicles and BA Equipment. You can also buy Aerospace Fighters or VTOLs if you've spawned at an airbase. At the top of the buy menu are tabs which indicate what type of unit or equipment is available for purchase. Within each tab, items you can afford will be highlighted, while items you cannot afford will be faded; mousing over an item will show further details about it in the &amp;quot;Selected Asset&amp;quot; box to the left. To purchase any item, simply click on it once. For the purposes of this guide, we're going to buy an [[Osiris#Prime|Osiris Prime]].&lt;br /&gt;
After purchasing the Mech, there will be an audible confirmation message, as well as a brief text prompt that will appear in the upper-left corner on your HUD; this prompt will indicate that your ordered Mech is on the way. Once it is built, it will tell you which bay your new Mech is in. You'll have to move out of the spawn area and down into the hangar proper to access the various Mech Bays. When your Mech is completed, an indicator will appear on your HUD, directing you to it; to enter the Mech, press '''[F]''' while you're close to and level with its cockpit - you can accomplish this either by running off the catwalk behind it or jumping toward it (tap or hold '''[space]''' to use Jump Jets).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inside the Mech==&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
| [[File:Guide basic interface labeled R2.png|350px]] || Welcome inside your first Mech! Controlling the Mech is relatively easy - accelerate with '''[w]''' key, slow down with '''[s]''' key, turn with '''[a]''' and '''[d]''', stop with '''[x]''' key, aim and rotate your torso with the '''mouse''', fire selected weapon group with '''left mouse button''', fire second weapon group with your '''right mouse button''', fire third weapon group with your '''third mouse button'''. You may want to check the full map of user [[Controls|controls]], but for this tutorial let's focus on the basics.&lt;br /&gt;
# Crosshair - indicates range to target (green text directly below crosshair), heading (rotation, below), elevation (left), and status of weapons group (around with numbers - green means ready to fire)&lt;br /&gt;
# Mech Armor status - indicates remaining armor of your Mech parts, changes colors along with damage taken. [[Armor|Read more about armor...]]&lt;br /&gt;
# Radar and status indicators&lt;br /&gt;
## Main radar and vital systems' indicators&lt;br /&gt;
## Equipment indicators&lt;br /&gt;
## Long-range radar and tactical map&lt;br /&gt;
# Weapon list and groups - here you may assign weapons to groups (and by this to mouse buttons) by moving the indicator with '''arrows''' and selecting/deselecting it with the '''[Enter]''' or '''[Right Ctrl]''' key (depending on control mappings, with the former being from pre-0.8.0 configurations). Each weapon is presented in order as follows: Activated weapon groups (1,2,3,4,5,6), Name, Reload status (yellow - reloading, green - ready to fire), Maximum range, and Ammunition (Osiris Prime carries a mix of Medium Lasers and Short Range Missiles, which means the lasers have unlimited ammunition, while the missiles actually require ammo).&lt;br /&gt;
## Heat/Charge/Capacity Bar - An additional feature of the weapons list, which won't be shown in the Osiris Prime, is individual weapon heat or charge, represented by a green bar behind its respective weapon's name. Certain weapons - often ballistics such as [[Rotary AutoCannons]] or [[Machine Gun]]s - feature this trait. It essentially shows the pilot how much heat the weapon in use is producing, and how many shots before it overheats and becomes unusable or jammed. For some air-exclusive weapons (namely Missiles) this bar also represents how many salvos a pilot can fire before that weapon's &amp;quot;clip&amp;quot; is reloaded.&lt;br /&gt;
# Ammunition supply - some units using Ballistic and Missile Weapons can buy additional ammunition (by pressing '''[,]''' ''(comma)'' and going to the Ammo tab).&lt;br /&gt;
# [[CBills]] counter - displays money currently available.&lt;br /&gt;
# Buy indicator - we are still in the hangar so we may buy some things, like ammo.&lt;br /&gt;
For training let's re-arrange the weapon groups. It's always good to have weapons spread between the groups on energy-based Mechs, like this variant of Osiris, to avoid [[Heat#Heat Management|overheating]] which can power down your mech or even damage it! Use the arrow up/down keys to select different weapons, while using  left and right arrow keys to move between a weapon group. You can tell what is currently selected by the box surrounding the current weapon or grouping column. To assign a weapon to a group, pick the weapon and group using the arrow keys, then hit Enter. The number for that group along the weapon's row will turn '''white''', indicating it is now bound to that group. To un-group a weapon, simply select and hit Enter again. The number will go dark to reflect the change.&lt;br /&gt;
&lt;br /&gt;
Many players group their weapons based on range or travel time. In the [[Osiris#Prime|Osiris&amp;amp;nbsp;Prime]], keep your ER Medium Lasers on one group and your SRM6 rack on the other. Placing them all on one trigger can be confusing, especially when you only want to fire the lasers at a target outside the SRM's maximum range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Understanding Indicators===&lt;br /&gt;
Now, let's review the various status indicators:&lt;br /&gt;
{| cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
| [[File:Basics_Guide_HUD_Indicators_Vertical.png|350px]] ||Throughout your HUD, you can find several important indicators, among them the radar and heat management systems:&lt;br /&gt;
# Long-range radar and tactical map - The radar circle on the top left of your HUD (displayed here on the left portion of the image) displays a more general overview of the battlefield. It tells us the location of the Mech in terms of its grid coordinates (also displayed in small green text in the bottom-left corner), tacmap display range (displayed in the same manner as grid location), our mech's radar range (displayed in blue text and dependent on the mech's selected radar mode), and our current orientation. Long-range radar also makes it easier to see some additional radar contacts outside your own radar that are shared via [[C3]].&lt;br /&gt;
# Short-range [[Radar|radar]] - Displays the location of nearby units, as well as the current torso and leg orientation - the former being marked by the green line (along with view-angle, which is outlined by the thicker green lines), and the latter being marked by the brown line (covered by the green one when the torso faces exactly the same angle as the legs do). Short-range radar only displays contacts up to one kilometer away when in Active mode, and up to 300m away when in Passive mode.&lt;br /&gt;
# Throttle - The thick green line displays assigned speed, while the green fill below it shows actual speed of forward movement. Red symbolizes reverse movement.&lt;br /&gt;
# [[JJ|Jump Jets]] - displays status of your Jump Jets - these will refuel over time when not in use. Not all of Mechs have Jump Jets - look at the buy menu (or mech variant information on the wiki) for &amp;quot;JJ&amp;quot; in the equipment section for each Mech.&lt;br /&gt;
# [[Heat]] - This bar displays the current Mech core temperature. If it goes above the yellow line, the mech will warn you of rising heat levels and may sustain some light to moderate damage; if our core temperature will reach or surpass the red line then the Mech will begin to sustain serious damage from overheating - and will likely be destroyed if the heat isn't exhausted quickly enough. The higher the temperature, the higher the damage (so firing most weapons while above the yellow line is a bad idea, and above the red line even more so). Also to the right there are three small indicators - Core temperature (number value for the heat bar), Exterior temperature (low on ice planets, but high on volcanic planets) and Cooldown rate (higher when cooling in water, lower when cooling while moving, zero while there's no need to cool anything anymore). All temperatures are displayed in Celsius.&lt;br /&gt;
# [[Coolant]] - Indicates percentage of remaining coolant, which may be flushed by tapping or holding the '''[c]''' key to significantly decrease Mech core temperature. Coolant can be refilled in a hangar bay while [[Repairing|repairing]].&lt;br /&gt;
# Power, Crouch, and Radar mode indicators. Power can be toggled with the '''[p]''' key, while crouching can be toggled with the left '''[ctrl]''' key. Radar mode can be toggled with the '''[r]''' key. Passive radar makes it more difficult to detect you, but at the cost of decreased radar range (up to 300m).&lt;br /&gt;
# Equipment indicators - Here you will be notified if your mech has additional equipment such as [[EOptics|Enhanced Optics]], Jump Jets, [[MASC]], or any of the various electronics (e.g. [[GECM]], [[BAP]], C3). The [[Osiris#Prime|Osiris&amp;amp;nbsp;Prime]] doesn't have any electronics, but does feature [[JJ#Improved Jump Jets|Improved Jump Jets]] and [[Standard Optics]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Check before you go==&lt;br /&gt;
Before you buy your next Mech, open the Buy menu and click on the Paint tab. Here, you can choose the camouflage your new Mech will have. This ranges from solid colours, to striped patterns and environment-specific designs. The paint you select '''only applies ''before'' buying a new asset'''.&lt;br /&gt;
&lt;br /&gt;
You should always remember to check the following things before moving away from hangar:&lt;br /&gt;
* '''Weapon groups arrangement''' - spread weapons between first two or three weapon groups (maybe between more if your mouse has additional buttons)&lt;br /&gt;
* '''Your current weapon group is 1''' - when pressing first mouse button your active group will fire, so it is good if the active one is the first&lt;br /&gt;
* '''You bought ammunition''' - some Mechs have [[free tons]] you can use for additional ammo. Always buy as much as you can before leaving the base.&lt;br /&gt;
&lt;br /&gt;
==Basics of Combat==&lt;br /&gt;
[[File:Critical.jpg|300px|right|thumb|Hint: If a destroyed Mech starts to glow - run away! It will explode, destroying everything nearby!]]&lt;br /&gt;
Mechwarrior: Living Legends is built around the [[Combined Arms]] doctrine - this means that coordinated strikes of various kinds of units is required to achieve victory, or in another way: a single, powerful unit without the support of other complementary forces is not nearly as effective as it could be. One team of experienced but disorganized players can be defeated through coordinated attacks by newer players working together. So it is very essential to stay close to your teammates, escort heavier Mechs, and use teamchat ( '''[u]''' ) for better coordination - you may read more about this more in the [[Teamwork Guide]].&lt;br /&gt;
&lt;br /&gt;
While engaging enemy units you have to target an enemy ('''[e]''' for nearest opponent, '''[t]''' to cycle through enemy contacts visible on radar, and '''[q]''' to target the asset that's in your crosshairs) in order to see its armor status on the lower left area of your HUD. If you have visual contact and are in range (the actual range will depend on ECM suites operating and are in effect over both units), the display will be updated, otherwise ''Unknown'' or ''Outdated'' will be shown. From there, you can '''try to destroy one of its components''' (like an arm on a Mech, or a tank's turret) to earn credits. Destroying a Mech's center torso is one of the fastest way to earn a lot of money, as that will completely destroy the Mech, which also earns you bonus credits. At the same time, assisting a friendly player in taking an opponent out will give you plenty of CBills as well. You should also note that most direct-fire weapons - like [[AutoCannon|ACs]], [[PPC]]s or [[Gauss]] - may require some lead when firing at a moving target due to projectile travel time. Leading your shots generally makes it difficult to hit a specific, desired component on an enemy unit.&lt;br /&gt;
&lt;br /&gt;
Other than shooting at single part of an enemy unit instead of spreading damage all over, it is also essential to stay mobile. While moving you are a far more difficult target for everyone around, and you increase the chances of getting behind an enemy Mech. '''A Mech's back armor is very fragile''': it has about three times less armor than the front, so destroying an enemy mech by shooting it in the back is a very fast and efficient way to take down an opponent. In addition, an opponent that sustains heavy back damage will have their speed and heat dissipation reduced significantly as a result of engine damage, severely crippling their ability to fight back.&lt;br /&gt;
&lt;br /&gt;
For more details about combat, check out the [[Combat Guide]]. For more information about damage modelling in the game, see the [[Armor]] article.&lt;br /&gt;
&lt;br /&gt;
==Common problems==&lt;br /&gt;
* You hit the enemy but he hasn't received any damage - most likely either your ping is too high or you are desynced. Pick a server with ping lower than 100. Note that some minor deviation from where your projectile '''appears''' to hit and where the game '''thinks''' it hit is normal. Best judge by the hit sound instead.&lt;br /&gt;
* You cannot move but still can aim - your Mech is crouching - press '''[Left Ctrl]''' to stand back up.&lt;br /&gt;
* Your Mech's head has been destroyed (is black instead of green) - this happens after ejecting, by double-tapping '''[F]''', without powering down the mech first with '''[P]'''. To fix this, return to a bay inside a hangar or go into a repair bay, stand in the middle of it, power down, wait a couple seconds, and power back up. (see also: [[repairing]])&lt;br /&gt;
&lt;br /&gt;
==Useful keys==&lt;br /&gt;
* '''[F1]''' locks the arms to your torso (make Mechs behave more like an FPS)&lt;br /&gt;
* '''[K]''' to change the throttle mode (represents MWO mode more)&lt;br /&gt;
* With your Mech or vehicle inside a hangar bay, '''[J]'''  will sell it. The amount of money you receive will be based on the condition of your Mech or vehicle, to a maximum 65% of buy price.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
This guide led you through basics of the user interface and some pointers about combat. To explore other aspects of the game, continue browsing the Wiki or read some of the articles listed below.&lt;br /&gt;
&lt;br /&gt;
* The [[MWLL Asset Bible]] covers basic asset categories and the things to keep in mind when choosing your next purchase.&lt;br /&gt;
* The [[Starter Asset Guide]] goes into some depth on all the assets available to you at the start of a typical match and provides some recommendations for starter assets.&lt;br /&gt;
* The [[Terrain Control Guide]], which outlines the way [[Terrain Control]] matches play out and is very helpful for learning the ropes of [[MWLL]]'s most popular game type.&lt;br /&gt;
* If you're coming from ''MechWarrior Online'', have a look at the [[A Primer for MWO Players|Primer for MWO Players]] to figure out what you can expect from [[MWLL]].&lt;br /&gt;
* The [[MWLL Players Slang Guide|Slang Glossary]] is a handy resource if you're new to BattleTech games so you can become familiar with the various words and abbreviations used in-game and on the wiki.&lt;br /&gt;
* If you're a visual learner, have a look at some of the [[MWLL Tutorial Videos]].&lt;br /&gt;
* There are also semi-regular [[MWLL Events#Training Events|training events]] you can participate in to hone your skills further.&lt;br /&gt;
* [https://docs.google.com/document/d/131pcY01x-O0IS-vHmLlqzSsrXpr8EGHMCG5WgRh_0Fg/edit?usp=sharing The Proving Grounds] offers players the opportunity to learn more about a wide variety of topics from veteran mentors, while building a couple friendships along the way.&lt;br /&gt;
* Come join the community on [[Discord]] or [[TeamSpeak]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4623</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4623"/>
				<updated>2018-08-17T22:50:23Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* VTOLs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ferro-Fibrous_Armor.png|thumb|300px|Cut Away View of Armor]]&lt;br /&gt;
Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains. &lt;br /&gt;
It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. [[MWLL]] follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.&lt;br /&gt;
Armor can be [[repairing|repaired]] at a [[Repair Bay]] or in some [[Structures|Mech Hangar]]s at the cost of [[CBill]]s.&lt;br /&gt;
&lt;br /&gt;
==Mech==&lt;br /&gt;
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.&lt;br /&gt;
&lt;br /&gt;
Some 'Mechs like the [[Solitaire]], [[Chimera]] and [[Hollander II]] have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.&lt;br /&gt;
&lt;br /&gt;
Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; [[Inner Sphere]] XLs suffer double damage, [[Clan]] XLs take 66% more, while 'Mechs with standard engines like the [[Atlas]] do not take any extra damage.&lt;br /&gt;
&lt;br /&gt;
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
For all vehicles, their turrets are typically much more armored than the chassis itself. This provides an incentive to attack vehicles through their sides as opposed to focusing on their turret, which can be hit from any angle. When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.&lt;br /&gt;
&lt;br /&gt;
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighters==&lt;br /&gt;
Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing.&lt;br /&gt;
&lt;br /&gt;
Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.&lt;br /&gt;
&lt;br /&gt;
If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.&lt;br /&gt;
&lt;br /&gt;
==VTOLs==&lt;br /&gt;
VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL. Without either component, the VTOL's maneuverability or speed becomes so low that it is effectively a sitting duck.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor (12% for Inner Sphere FF, 20% for Clan FF), but takes up more space on the 'Mech or vehicle (14 critical slots for Inner Sphere, 7 for Clan 'Mechs; two slots for Inner Sphere vehicles, one for Clan). The maximum amount of protection is not changed; merely the weight of armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure, at the cost of critical space. The weight savings for Endo Steel are greater than those saved by ferro-fibrous armor, but it is more costly and obviously more difficult to repair or add as an upgrade to a 'Mech. &lt;br /&gt;
First developed by the Terran Hegemony in 2571, Ferro-Fibrous armor was lost to the Inner Sphere during the Succession Wars. The Draconis Combine was the first to re-create it in 3040. Later, the Free Worlds League and Lyran Alliance would develop Light and Heavy versions of Ferro-Fibrous armor. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ferro-Fibrous_Armor BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Gameplay Concepts}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4622</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4622"/>
				<updated>2018-08-17T22:48:44Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Aerospace Fighters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ferro-Fibrous_Armor.png|thumb|300px|Cut Away View of Armor]]&lt;br /&gt;
Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains. &lt;br /&gt;
It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. [[MWLL]] follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.&lt;br /&gt;
Armor can be [[repairing|repaired]] at a [[Repair Bay]] or in some [[Structures|Mech Hangar]]s at the cost of [[CBill]]s.&lt;br /&gt;
&lt;br /&gt;
==Mech==&lt;br /&gt;
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.&lt;br /&gt;
&lt;br /&gt;
Some 'Mechs like the [[Solitaire]], [[Chimera]] and [[Hollander II]] have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.&lt;br /&gt;
&lt;br /&gt;
Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; [[Inner Sphere]] XLs suffer double damage, [[Clan]] XLs take 66% more, while 'Mechs with standard engines like the [[Atlas]] do not take any extra damage.&lt;br /&gt;
&lt;br /&gt;
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
For all vehicles, their turrets are typically much more armored than the chassis itself. This provides an incentive to attack vehicles through their sides as opposed to focusing on their turret, which can be hit from any angle. When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.&lt;br /&gt;
&lt;br /&gt;
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighters==&lt;br /&gt;
Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing.&lt;br /&gt;
&lt;br /&gt;
Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.&lt;br /&gt;
&lt;br /&gt;
If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.&lt;br /&gt;
&lt;br /&gt;
==VTOLs==&lt;br /&gt;
VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor (12% for Inner Sphere FF, 20% for Clan FF), but takes up more space on the 'Mech or vehicle (14 critical slots for Inner Sphere, 7 for Clan 'Mechs; two slots for Inner Sphere vehicles, one for Clan). The maximum amount of protection is not changed; merely the weight of armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure, at the cost of critical space. The weight savings for Endo Steel are greater than those saved by ferro-fibrous armor, but it is more costly and obviously more difficult to repair or add as an upgrade to a 'Mech. &lt;br /&gt;
First developed by the Terran Hegemony in 2571, Ferro-Fibrous armor was lost to the Inner Sphere during the Succession Wars. The Draconis Combine was the first to re-create it in 3040. Later, the Free Worlds League and Lyran Alliance would develop Light and Heavy versions of Ferro-Fibrous armor. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ferro-Fibrous_Armor BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Gameplay Concepts}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4621</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Armor&amp;diff=4621"/>
				<updated>2018-08-17T22:48:37Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is the material on the chassis of 'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire.&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Ferro-Fibrous_Armor.png|thumb|300px|Cut Away View of Armor]]&lt;br /&gt;
Armor is ablative in nature. This means that it is generally destroyed or blown off when hit, but in the process of doing so, it absorbs enormous energies, protecting the unit it is mounted on. While powerful blows will still rock a vehicle, there will be little, if any, internal damage as long as armor plating still remains. &lt;br /&gt;
It effectively functions as 'health' or 'hitpoints', as reducing armor on a component to zero typically results in it being destroyed. [[MWLL]] follows tabletop rules regarding armor in general, although some adjustments are made for specific cases.&lt;br /&gt;
Armor can be [[repairing|repaired]] at a [[Repair Bay]] or in some [[Structures|Mech Hangar]]s at the cost of [[CBill]]s.&lt;br /&gt;
&lt;br /&gt;
==Mech==&lt;br /&gt;
Excepting the legs, when the armor of a 'Mech component reaches zero, it is destroyed. Legs function slightly differently; they have internal structure values tied to them. As this structure is damaged, the 'Mech will suffer heavily reduced mobility and turning rates. Once the internal structure of a leg reaches zero the leg is effectively destroyed, causing the 'Mech to fall over. Due to the way 'Mechs are implemented in MWLL and the limitations of CryEngine, once one leg is destroyed, the other can no longer be hit.&lt;br /&gt;
&lt;br /&gt;
Some 'Mechs like the [[Solitaire]], [[Chimera]] and [[Hollander II]] have asymmetrical armor distribution to protect their main weapon(s) or easier-to-hit side torso. This extra protection does not come for free: their other side torso is always less armored and can be destroyed more easily.&lt;br /&gt;
&lt;br /&gt;
Shooting a destroyed side torso will cause the damage to transfer to the centre torso. The amount of damage transferred depends on what engine the 'Mech has; [[Inner Sphere]] XLs suffer double damage, [[Clan]] XLs take 66% more, while 'Mechs with standard engines like the [[Atlas]] do not take any extra damage.&lt;br /&gt;
&lt;br /&gt;
If the rear torso is heavily damaged or destroyed, damage transfers to the centre torso with a x3 multiplier and the 'Mech loses half its maximum speed as well as some heat dissipation. This reflects the engine damage that can be dealt and also makes shooting the backs of 'Mechs much more effective.&lt;br /&gt;
&lt;br /&gt;
==Vehicles==&lt;br /&gt;
For all vehicles, their turrets are typically much more armored than the chassis itself. This provides an incentive to attack vehicles through their sides as opposed to focusing on their turret, which can be hit from any angle. When a vehicle loses a side, it will suffer loss of mobility or turn rate, depending on which area is lost. If the turret is destroyed, its traverse rate is severely degraded but the vehicle will not lose any weapons.&lt;br /&gt;
&lt;br /&gt;
Any damage dealt to a destroyed area on a vehicle transfers damage to its internal structure. If internal structure reaches zero, the vehicle is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighters==&lt;br /&gt;
Aerospace fighter (ASF) damage functions similarly to that of vehicles, except aerospace fighters have no internal structure; as soon as their Body hits zero, they are destroyed.&lt;br /&gt;
&lt;br /&gt;
Losing a wing causes weapon loss and a slight manuverability reduction -- the ASF is still airworthy with a destroyed wing, although it becomes much more vulnerable to being killed, as shots to a destroyed wing transfers damage to the body at a 3.0x rate, making it a viable tactic for defeating ASFs provided you can consistently hit the same wing.&lt;br /&gt;
&lt;br /&gt;
Tail loss severely mitigates the ASF's ability to fly and strafe properly by limiting its ability to pitch up and down. Engine loss cuts the overall engine power of the ASF in half, which is highly detrimental to the ASF's combat performance.&lt;br /&gt;
&lt;br /&gt;
If both the tail and engine are destroyed, the ASF is no longer airworthy and will be incapable of taking off after landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==VTOLs==&lt;br /&gt;
VTOL damage is analogous to that of ASFs, except in that tail or engine loss is typically fatal due to the effects losing either section has on the VTOL.&lt;br /&gt;
&lt;br /&gt;
==Canon==&lt;br /&gt;
Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor (12% for Inner Sphere FF, 20% for Clan FF), but takes up more space on the 'Mech or vehicle (14 critical slots for Inner Sphere, 7 for Clan 'Mechs; two slots for Inner Sphere vehicles, one for Clan). The maximum amount of protection is not changed; merely the weight of armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure, at the cost of critical space. The weight savings for Endo Steel are greater than those saved by ferro-fibrous armor, but it is more costly and obviously more difficult to repair or add as an upgrade to a 'Mech. &lt;br /&gt;
First developed by the Terran Hegemony in 2571, Ferro-Fibrous armor was lost to the Inner Sphere during the Succession Wars. The Draconis Combine was the first to re-create it in 3040. Later, the Free Worlds League and Lyran Alliance would develop Light and Heavy versions of Ferro-Fibrous armor. &lt;br /&gt;
&lt;br /&gt;
[http://www.sarna.net/wiki/Ferro-Fibrous_Armor BattleTech reference]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Gameplay Concepts}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Concepts]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4563</id>
		<title>A Primer for MWO Players</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4563"/>
				<updated>2018-07-28T15:41:20Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Jump Jets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This primer is intended for players of ''MechWarrior Online'' (MWO) who want to try playing ''[[MechWarrior: Living Legends]]'' (MWLL). It will explore the differences between MWO and MWLL, from touching on each games' particular design elements to the finer mechanics of how some BattleTech concepts are handled, as while each game may seem similar to one another on the surface, there are many fundamental differences between the two.&lt;br /&gt;
&lt;br /&gt;
Overcoming these differences can be confusing and frustrating for new MWLL players whose previous MechWarrior experience is grounded in MWO. As a result, this page was created to help you learn what to expect when playing MWLL, compared to the behaviour of game elements you are used to from MWO.&lt;br /&gt;
&lt;br /&gt;
Please note that this primer is '''''NOT''''' meant to demonstrate one game as being better than the other -- it is solely a tool to aid MWO players in becoming more accustomed to MWLL's mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Design Differences==&lt;br /&gt;
&lt;br /&gt;
There are a number of basic game design choices that both MWO and MWLL have chosen to handle quite differently and are easily the most noticeable things you will come across.&lt;br /&gt;
&lt;br /&gt;
===Mechlab===&lt;br /&gt;
&lt;br /&gt;
The first and perhaps foremost is that MWLL does '''not''' feature a Mechlab function. Originally, a Mechlab functionality of some sort was planned for MWLL, however attempting to implement a Mechlab properly and seamlessly into the game's framework at the time proved to be impossible for the original development team. Over time, the lack of a Mechlab became more of a feature rather than a drawback or problem with the game. &lt;br /&gt;
&lt;br /&gt;
In comparison, MWO was designed from the ground-up around having a working Mechlab from the beginning in order to deliver an experience that closely mirrored older Mechwarrior titles such as ''MechWarrior 2'', which followed the Classic BattleTech (CBT) system of critical slots, while also borrowing elements from ''MechWarrior 4'' in each location or component having a fixed limit of how many and what types of weapons can be fitted to certain locations.&lt;br /&gt;
&lt;br /&gt;
===General Gameplay===&lt;br /&gt;
&lt;br /&gt;
MWLL's gameplay is based off of the ''Battlefield'' series of games and lets players control a wide range of vehicles (referred to as assets) found in the ''BattleTech'' universe that include [[Battle Armor]], [[Tanks]], [[Aerospace Fighters]], [[VTOLs]] and of course, [[Mechs]] where teamwork and combined-arms strategies are encouraged. The most popular game-type is [[Terrain Control]], where players capture strategic locations and hold them to deprive the other team of tickets. It is similar to the Conquest game mode in MWO, except with the inclusion of repair bays and forward 'Mech factories, these bases take on much more significance than you may be used to. Capturing a base with a 'Mech bay can be crucial in securing victory on some maps as it forces the other team to respawn at their main base and spend time walking to the front lines.&lt;br /&gt;
&lt;br /&gt;
As a result of this design choice, there is an economy system where you earn [[CBills]] (money) for dealing damage, capturing bases and a few other activities, such as spotting enemies while using [[C3]]. You use saved [[CBills]] to purchase fixed-configuration assets of your choice. As a result of having an economy, players can respawn in typical games when they die. In addition to this, players are guarenteed a minimum amount of [[CBills]] upon respawn, which is governed by their [[rank]]. You rank up by gaining points, which are earned the same way as you earn [[CBills]].&lt;br /&gt;
&lt;br /&gt;
MWO focuses on deathmatch gameplay, similar to games like ''World of Tanks'' or ''World of Warships'', where the main goal is to defeat the other team by killing them. This is aided with the use of the matchmaking service that allows you to get into a game quickly and that also lets you enter the matchmaking queue with a number of your friends who will be on your team. MWLL has no matchmaking service; instead, players join servers/games in progress and pick a team before they spawn in. The game will prevent too many players from joining one team at a time, although with a much smaller community, it is up to the players in the match to ensure the match is not stacked, either by numbers or skill, in favour of one side.&lt;br /&gt;
&lt;br /&gt;
Given their different approaches to gameplay, MWLL's pacing is slower than MWO. A typical MWLL match takes up to an hour to resolve, while in MWO a match is usually over within 15 minutes or less.&lt;br /&gt;
&lt;br /&gt;
===Source Material===&lt;br /&gt;
&lt;br /&gt;
MWLL follows CBT when it can, but it breaks with the tabletop game in some areas. Reasons for modifying CBT concepts are usually gameplay-based, where a mechanic from tabletop does not fit well with the game, is difficult to implement or is found to be unbalanced or simply not fun to play with. A good example of this is with [[MBL|Medium Lasers]] --  all of these weigh two tons for MWLL's variants instead of being one ton like CBT, regardless of being regular, extended-range or Clan. This change was made because MLs of any kind are very efficient weapons for their weight, leading some configurations that use multiple MLs to have a disproportionate amount of firepower.&lt;br /&gt;
&lt;br /&gt;
MWO adheres much more closely to CBT, down to weapon ranges, tonnage, slots and damage dealt. Instead of modifying weapon stats like MWLL, MWO uses mechanics such as ghost heat (heat scaling) to curtail the boating of weapons like MLs.&lt;br /&gt;
&lt;br /&gt;
===Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In MWLL, light 'Mechs are primarily used as starters. They are all you can afford at the start of a match and you use them to bankroll more expensive assets later in the game. Lighter assets are also useful as scouts or flankers to capture lightly-defended rear bases in [[Terrain Control]] games, especially later into the game after most players have moved into slower assets. In MWO, light 'Mechs are commonly used as assault hunters, using their high speed/acceleration and high-DPS, short-range loadouts to harass or take down assault 'Mechs that are out of position or simply to very quickly dart in and out of cover using massed lasers to precisely carve their targets up.&lt;br /&gt;
&lt;br /&gt;
* Because of the economy system and concept of asset progression throughout the course of a match, MWLL does not balance its light assets directly against heavier ones. Instead, they are balanced around their cost and role(s) that they are intended to be used for. This means that it is very unlikely you can bring down an [[Atlas]] using a [[Cougar]], since the Atlas costs twice as much as the Cougar and will be the stronger unit in a duel due to the higher price tag. That being said, more expensive assets are not automatically better; the best tool for the job depends on the strategic situation you are currently in and how many CBills you have available to spend.&lt;br /&gt;
&lt;br /&gt;
* MWLL has no skill trees of any kind, as there is no in-game framework to keep track of them and it is incompatible with the way the game is set up. There are also no consumable items or skills akin to Cool Shot or Airstrikes in MWLL.&lt;br /&gt;
&lt;br /&gt;
* 'Mechs are generally less agile in MWLL than MWO, with slower torso turn rates, acceleration and leg turn rates, that reflect the slower pace of play. It also means assault 'Mechs are more vulnerable to being crippled by [[Battle Armor]], [[Aerospace Fighters]] or long-range fire. However, 'Mechs tend to have greater torso twist/pitch ranges in MWLL to give them some ability to defend themselves against aerospace units. This difference is not only balance-related as mentioned previously, but is also related to the lack of a skill tree providing agility benefits. Of all the general balance differences, this one is perhaps the hardest for most MWO players to adjust for, as a 'Mech will not hit top speed in two or three steps, so there is a higher demand on making smart choices with regard to positioning.&lt;br /&gt;
&lt;br /&gt;
* It is also somewhat easier to headshot a 'Mech in MWLL than in MWO. This being said, headshot-kills are quite uncommon with a couple of exceptions, namely the [[Awesome]]. The head hitbox for all 'Mechs tends to &amp;quot;bleed&amp;quot; damage to the center torso, making a deliberate head-kill require time and consistent gunnery to pull off. In many cases, it is often faster to simply focus the center torso than the head to get a kill.&lt;br /&gt;
&lt;br /&gt;
* Since MWLL features air assets as well as artillery in the form of the [[Long Tom Artillery Tank|Long Tom]] (LT) and the [[Rommel#Variant A|Thumper]], stalemates or camping standoffs can be broken far more easily in MWLL than in MWO. Bombing runs by aerospace fighters can deliver crippling damage to slow ground units, while shelling by a competent LT or Thumper gunner can devastate 'Mechs that do not turn their radar off. Since most LRM 'Mechs do not carry [[GECM|Guardian ECM]] and need active radar to achieve locks in the absence of a spotter using [[NARC]]s or [[TAG]], they are especially vulnerable to being hit by Long Tom shells.&lt;br /&gt;
&lt;br /&gt;
* Lastly, MWLL has no third-person view, unlike in MWO. This was a decision made as it was believed that giving players a third-person perspective would lead to an unfair advantage as it allows for peeking around corners or cover. It was also done to maintain a higher level of immersion for the game.&lt;br /&gt;
&lt;br /&gt;
==Mechanic Differences==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As mentioned previously, since MWLL utilizes a system of fixed variants for its 'Mech and non-Mech assets, there is no ghost heat whatsoever.&lt;br /&gt;
&lt;br /&gt;
* Another consequence of using fixed variants is that targeting an asset in MWLL does not display its weapons loadout. This makes visually identifying opposing units more important. With some time in MWLL games, you will learn to notice the particular silhouettes of common variants, as variants are almost always visually distinct from one another.&lt;br /&gt;
&lt;br /&gt;
* Dealing damage earns you points, which allow you to gain [[rank]]s and [[CBills]] that let you purchase more expensive assets. From a direct gameplay standpoint, scoring kills is not as vital as in MWO, though kills do provide a CBill bonus, even if you are nowhere nearby -- you will still gain a bonus provided you dealt damage to the player that died. For MWO, damage is not as important as securing kills on your opponents, since killing the other team is generally the easiest way to win.&lt;br /&gt;
&lt;br /&gt;
* The time-to-kill (TTK) is generally somewhat longer in MWLL than MWO. This is primarily the result of assets not using Mechlab-optimized loadouts for maximum efficiency, but also MWLL does not model engine critical hits the same way as MWO does. An Inner Sphere 'Mech with an XL engine will not be destroyed upon loss of a side torso; instead, any hits to the destroyed torso will transfer to the centre torso and deal twice the damage as it normally would have. When a side torso is lost in MWLL, the accompanying arm is '''not''' lost as well, nor is your top speed &amp;amp; heat dissipation impacted, unlike MWO.&lt;br /&gt;
&lt;br /&gt;
* To continue from the previous point, shooting a destroyed side torso is a good idea in MWLL, whereas in MWO, doing this is to be avoided at all costs since shooting destroyed side torsos in MWO reduces the damage you deal. For more information on damage modelling in MWLL, check out the [[Armor]] article.&lt;br /&gt;
&lt;br /&gt;
* Rear torsos in MWLL work a bit differently as well. There is only one armor section that covers the entire back of a 'Mech. This rear torso section typically has slightly less armor than a side torso section. When the rear torso is breached, your 'Mech is &amp;quot;engined&amp;quot;, losing half its maximum speed. Damage dealt when the rear torso is breached transfers to the center torso with a 3.0x multiplier.&lt;br /&gt;
&lt;br /&gt;
* [[LRM]]s, [[SSRM]]s, [[ATM]]s and [[Arrow IV]]s in MWLL cannot lock onto targets that are not in your line of sight. In order to indirectly fire these missile weapons, the target must be painted with either a [[NARC]] beacon or using [[TAG]]. This helps prevent LRM spam tactics from making the game significantly less enjoyable. It also rewards teamwork.&lt;br /&gt;
&lt;br /&gt;
* Unlike MWO, MWLL does not feature radar sharing by default. In order to share your radar with your team, your asset must be equipped with [[C3]], a specialized piece of equipment. This can be also circumvented by talking with your team and calling out contacts as you see them so your team knows where the opposing team is at and thus can respond effectively.&lt;br /&gt;
&lt;br /&gt;
* In MWLL, you can switch your radar between ''active'' and ''passive'' with the R key. When passive, you will be much harder to detect on radar yet will have a vastly reduced radar/targeting range yourself. MWO has no passive radar toggle.&lt;br /&gt;
&lt;br /&gt;
* MWO's version of the Advanced Tactical Missile ([[ATM]]) launcher is a missile weapon that loses damage the further the missiles travel. MWLL uses a setup closer to that found in CBT by having three different types of ATM: extended range (ER), standard (STD) and high explosive (HE). Each type of launcher deals damage that remains the same no matter how far the missiles fly.&lt;br /&gt;
&lt;br /&gt;
* [[SRM]]s in MWLL fire as a stream of missiles, whereas in MWO they fire all at once in a single burst.&lt;br /&gt;
&lt;br /&gt;
* [[MRM]]s in MWLL on ground units are wire-guided, meaning that they will attempt to follow your crosshair as you twist your torso or turn. MWO's MRMs are strictly dumbfire and cannot have their course corrected once fired.&lt;br /&gt;
&lt;br /&gt;
* [[UAC]]s in MWLL do not feature random chances for jamming. Only when fired for too long or too quickly do these weapons 'jam' and thus require time to be ready again, similar to [[RAC]]s in both MWLL and MWO.&lt;br /&gt;
&lt;br /&gt;
* Players can eject from their assets in MWLL. While doing this in general combat is not recommended, in a duel (1v1) setting doing so can enable you to win, provided your opponent is weakened to the point where a single C8 grenade can kill them. Also, on the off chance you run across a 'Mech listed as NO DRIVER with a destroyed head section, you can actually take control of that 'Mech and drive it home to repair it or sell for the CBills.&lt;br /&gt;
&lt;br /&gt;
* MWLL does not feature any UAVs at all. This can make gaining visuals on the other team's deployments more difficult, but also opens the door for dedicated scout units. Also, with aerospace fighters and VTOLs, obtaining aerial recon is always an option but requires a player to take that role on.&lt;br /&gt;
&lt;br /&gt;
* Overheating in MWO briefly shuts your 'Mech down until it cools enough to automatically start up again -- you only die if you massively exceed heat capacity. In MWLL, exceeding your asset's heat capacity will cause you to begin taking damage almost right away, which can be lethal if you are heavily damaged. As a result, avoid exceeding your heat capacity as much as possible. You can use the flush coolant key (C key, by default) to help keep heat under control.&lt;br /&gt;
&lt;br /&gt;
* MWLL features both screen- and aim-shake, whereas MWO only has minor screen-shake. This is a useful mechanic for some variants as it allows them to buy time during battle to gain the upper hand. That being said, only a few weapons induce any kind of shaking, namely missiles, PPCs and larger autocannons.&lt;br /&gt;
&lt;br /&gt;
* Trees, rocks and other obstacles in MWLL have a physical 'presence' on the map and will slow down or stop your 'Mech down if you walk into them. Some trees will be destroyed when walked into, while some will not. In MWO, you can freely walk into/through trees without any effect on your 'Mech. This is often a difficult adjustment for many MWO players to make and it will challenge your piloting abilities.&lt;br /&gt;
&lt;br /&gt;
* MWLL utilizes constant throttle by default, meaning when you stop pressing W, your 'Mech maintains its throttle setting until you slow down or brake. In MWO, the default is throttle decay, so not pressing W will bring your 'Mech to a stop. You can use the default '''K''' key to switch between constant and decaying throttle if you need throttle decay to play.&lt;br /&gt;
&lt;br /&gt;
* Hostile TAG lasers can only be seen using [[Night Vision]] in MWLL, whereas they are always visible to all players in MWO. There is also no heat/IR-vision in MWLL.&lt;br /&gt;
&lt;br /&gt;
* Stealth Armor exists in MWLL as a hard-mount only on one 'Mech, the [[Anubis]], which allows it to be detected at only 350m compared to the regular 500m for all [[GECM]]-carrying assets. While its stealth armor does not build heat, interfere with seeing hostile target icons and is always active, the Anubis carries no coolant to compensate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jump Jets===&lt;br /&gt;
&lt;br /&gt;
Jump Jets in MWLL are generally simpler to use than in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWLL offers two types of Jump Jets - standard (often simply written as &amp;quot;JJ&amp;quot;) and improved (often written as &amp;quot;iJJ&amp;quot;) - while MWO only has a single type of Jump Jets.&lt;br /&gt;
&lt;br /&gt;
* MWLL's standard JJ offer a simple, relatively short jump that can be vectored in whichever direction a player's 'Mech was initially moving, although provides nearly no room for mid-jump direction change. &lt;br /&gt;
** Improved Jump Jets allow a player to vector their 'Mech's jump in any direction the player wishes to move, even while in mid-air, and provides roughly twice as much fuel as standard Jump Jets.&lt;br /&gt;
** Jump vectoring can be controlled with the same movement keys as those used to move a 'Mech. It is key to note that the jump vectoring is '''relative to your ''torso'' facing''', not your legs as in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWO's Jump Jets allow for almost the same movement which is possible with MWLL's improved Jump Jets, and can even allow a player's 'Mech to rotate itself 180 degrees while in mid-air, and while keeping original momentum. &lt;br /&gt;
&lt;br /&gt;
* Furthermore, MWO features fall damage, and jumping from great heights will result in minor damage to both of a 'Mech's legs. This mechanic is absent in MWLL.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
* [[MWLL Basics Guide]]&lt;br /&gt;
* [[Starter Asset Guide]]&lt;br /&gt;
* [[Terrain Control Guide]]&lt;br /&gt;
* [https://docs.google.com/document/d/131pcY01x-O0IS-vHmLlqzSsrXpr8EGHMCG5WgRh_0Fg/edit?usp=sharing The Proving Grounds], a training initiative open to all players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--include stuff about tanks, vtols, asfs and BA work--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4562</id>
		<title>A Primer for MWO Players</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=A_Primer_for_MWO_Players&amp;diff=4562"/>
				<updated>2018-07-28T15:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Mechanic Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This primer is intended for players of ''MechWarrior Online'' (MWO) who want to try playing ''[[MechWarrior: Living Legends]]'' (MWLL). It will explore the differences between MWO and MWLL, from touching on each games' particular design elements to the finer mechanics of how some BattleTech concepts are handled, as while each game may seem similar to one another on the surface, there are many fundamental differences between the two.&lt;br /&gt;
&lt;br /&gt;
Overcoming these differences can be confusing and frustrating for new MWLL players whose previous MechWarrior experience is grounded in MWO. As a result, this page was created to help you learn what to expect when playing MWLL, compared to the behaviour of game elements you are used to from MWO.&lt;br /&gt;
&lt;br /&gt;
Please note that this primer is '''''NOT''''' meant to demonstrate one game as being better than the other -- it is solely a tool to aid MWO players in becoming more accustomed to MWLL's mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Design Differences==&lt;br /&gt;
&lt;br /&gt;
There are a number of basic game design choices that both MWO and MWLL have chosen to handle quite differently and are easily the most noticeable things you will come across.&lt;br /&gt;
&lt;br /&gt;
===Mechlab===&lt;br /&gt;
&lt;br /&gt;
The first and perhaps foremost is that MWLL does '''not''' feature a Mechlab function. Originally, a Mechlab functionality of some sort was planned for MWLL, however attempting to implement a Mechlab properly and seamlessly into the game's framework at the time proved to be impossible for the original development team. Over time, the lack of a Mechlab became more of a feature rather than a drawback or problem with the game. &lt;br /&gt;
&lt;br /&gt;
In comparison, MWO was designed from the ground-up around having a working Mechlab from the beginning in order to deliver an experience that closely mirrored older Mechwarrior titles such as ''MechWarrior 2'', which followed the Classic BattleTech (CBT) system of critical slots, while also borrowing elements from ''MechWarrior 4'' in each location or component having a fixed limit of how many and what types of weapons can be fitted to certain locations.&lt;br /&gt;
&lt;br /&gt;
===General Gameplay===&lt;br /&gt;
&lt;br /&gt;
MWLL's gameplay is based off of the ''Battlefield'' series of games and lets players control a wide range of vehicles (referred to as assets) found in the ''BattleTech'' universe that include [[Battle Armor]], [[Tanks]], [[Aerospace Fighters]], [[VTOLs]] and of course, [[Mechs]] where teamwork and combined-arms strategies are encouraged. The most popular game-type is [[Terrain Control]], where players capture strategic locations and hold them to deprive the other team of tickets. It is similar to the Conquest game mode in MWO, except with the inclusion of repair bays and forward 'Mech factories, these bases take on much more significance than you may be used to. Capturing a base with a 'Mech bay can be crucial in securing victory on some maps as it forces the other team to respawn at their main base and spend time walking to the front lines.&lt;br /&gt;
&lt;br /&gt;
As a result of this design choice, there is an economy system where you earn [[CBills]] (money) for dealing damage, capturing bases and a few other activities, such as spotting enemies while using [[C3]]. You use saved [[CBills]] to purchase fixed-configuration assets of your choice. As a result of having an economy, players can respawn in typical games when they die. In addition to this, players are guarenteed a minimum amount of [[CBills]] upon respawn, which is governed by their [[rank]]. You rank up by gaining points, which are earned the same way as you earn [[CBills]].&lt;br /&gt;
&lt;br /&gt;
MWO focuses on deathmatch gameplay, similar to games like ''World of Tanks'' or ''World of Warships'', where the main goal is to defeat the other team by killing them. This is aided with the use of the matchmaking service that allows you to get into a game quickly and that also lets you enter the matchmaking queue with a number of your friends who will be on your team. MWLL has no matchmaking service; instead, players join servers/games in progress and pick a team before they spawn in. The game will prevent too many players from joining one team at a time, although with a much smaller community, it is up to the players in the match to ensure the match is not stacked, either by numbers or skill, in favour of one side.&lt;br /&gt;
&lt;br /&gt;
Given their different approaches to gameplay, MWLL's pacing is slower than MWO. A typical MWLL match takes up to an hour to resolve, while in MWO a match is usually over within 15 minutes or less.&lt;br /&gt;
&lt;br /&gt;
===Source Material===&lt;br /&gt;
&lt;br /&gt;
MWLL follows CBT when it can, but it breaks with the tabletop game in some areas. Reasons for modifying CBT concepts are usually gameplay-based, where a mechanic from tabletop does not fit well with the game, is difficult to implement or is found to be unbalanced or simply not fun to play with. A good example of this is with [[MBL|Medium Lasers]] --  all of these weigh two tons for MWLL's variants instead of being one ton like CBT, regardless of being regular, extended-range or Clan. This change was made because MLs of any kind are very efficient weapons for their weight, leading some configurations that use multiple MLs to have a disproportionate amount of firepower.&lt;br /&gt;
&lt;br /&gt;
MWO adheres much more closely to CBT, down to weapon ranges, tonnage, slots and damage dealt. Instead of modifying weapon stats like MWLL, MWO uses mechanics such as ghost heat (heat scaling) to curtail the boating of weapons like MLs.&lt;br /&gt;
&lt;br /&gt;
===Game Balance===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In MWLL, light 'Mechs are primarily used as starters. They are all you can afford at the start of a match and you use them to bankroll more expensive assets later in the game. Lighter assets are also useful as scouts or flankers to capture lightly-defended rear bases in [[Terrain Control]] games, especially later into the game after most players have moved into slower assets. In MWO, light 'Mechs are commonly used as assault hunters, using their high speed/acceleration and high-DPS, short-range loadouts to harass or take down assault 'Mechs that are out of position or simply to very quickly dart in and out of cover using massed lasers to precisely carve their targets up.&lt;br /&gt;
&lt;br /&gt;
* Because of the economy system and concept of asset progression throughout the course of a match, MWLL does not balance its light assets directly against heavier ones. Instead, they are balanced around their cost and role(s) that they are intended to be used for. This means that it is very unlikely you can bring down an [[Atlas]] using a [[Cougar]], since the Atlas costs twice as much as the Cougar and will be the stronger unit in a duel due to the higher price tag. That being said, more expensive assets are not automatically better; the best tool for the job depends on the strategic situation you are currently in and how many CBills you have available to spend.&lt;br /&gt;
&lt;br /&gt;
* MWLL has no skill trees of any kind, as there is no in-game framework to keep track of them and it is incompatible with the way the game is set up. There are also no consumable items or skills akin to Cool Shot or Airstrikes in MWLL.&lt;br /&gt;
&lt;br /&gt;
* 'Mechs are generally less agile in MWLL than MWO, with slower torso turn rates, acceleration and leg turn rates, that reflect the slower pace of play. It also means assault 'Mechs are more vulnerable to being crippled by [[Battle Armor]], [[Aerospace Fighters]] or long-range fire. However, 'Mechs tend to have greater torso twist/pitch ranges in MWLL to give them some ability to defend themselves against aerospace units. This difference is not only balance-related as mentioned previously, but is also related to the lack of a skill tree providing agility benefits. Of all the general balance differences, this one is perhaps the hardest for most MWO players to adjust for, as a 'Mech will not hit top speed in two or three steps, so there is a higher demand on making smart choices with regard to positioning.&lt;br /&gt;
&lt;br /&gt;
* It is also somewhat easier to headshot a 'Mech in MWLL than in MWO. This being said, headshot-kills are quite uncommon with a couple of exceptions, namely the [[Awesome]]. The head hitbox for all 'Mechs tends to &amp;quot;bleed&amp;quot; damage to the center torso, making a deliberate head-kill require time and consistent gunnery to pull off. In many cases, it is often faster to simply focus the center torso than the head to get a kill.&lt;br /&gt;
&lt;br /&gt;
* Since MWLL features air assets as well as artillery in the form of the [[Long Tom Artillery Tank|Long Tom]] (LT) and the [[Rommel#Variant A|Thumper]], stalemates or camping standoffs can be broken far more easily in MWLL than in MWO. Bombing runs by aerospace fighters can deliver crippling damage to slow ground units, while shelling by a competent LT or Thumper gunner can devastate 'Mechs that do not turn their radar off. Since most LRM 'Mechs do not carry [[GECM|Guardian ECM]] and need active radar to achieve locks in the absence of a spotter using [[NARC]]s or [[TAG]], they are especially vulnerable to being hit by Long Tom shells.&lt;br /&gt;
&lt;br /&gt;
* Lastly, MWLL has no third-person view, unlike in MWO. This was a decision made as it was believed that giving players a third-person perspective would lead to an unfair advantage as it allows for peeking around corners or cover. It was also done to maintain a higher level of immersion for the game.&lt;br /&gt;
&lt;br /&gt;
==Mechanic Differences==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As mentioned previously, since MWLL utilizes a system of fixed variants for its 'Mech and non-Mech assets, there is no ghost heat whatsoever.&lt;br /&gt;
&lt;br /&gt;
* Another consequence of using fixed variants is that targeting an asset in MWLL does not display its weapons loadout. This makes visually identifying opposing units more important. With some time in MWLL games, you will learn to notice the particular silhouettes of common variants, as variants are almost always visually distinct from one another.&lt;br /&gt;
&lt;br /&gt;
* Dealing damage earns you points, which allow you to gain [[rank]]s and [[CBills]] that let you purchase more expensive assets. From a direct gameplay standpoint, scoring kills is not as vital as in MWO, though kills do provide a CBill bonus, even if you are nowhere nearby -- you will still gain a bonus provided you dealt damage to the player that died. For MWO, damage is not as important as securing kills on your opponents, since killing the other team is generally the easiest way to win.&lt;br /&gt;
&lt;br /&gt;
* The time-to-kill (TTK) is generally somewhat longer in MWLL than MWO. This is primarily the result of assets not using Mechlab-optimized loadouts for maximum efficiency, but also MWLL does not model engine critical hits the same way as MWO does. An Inner Sphere 'Mech with an XL engine will not be destroyed upon loss of a side torso; instead, any hits to the destroyed torso will transfer to the centre torso and deal twice the damage as it normally would have. When a side torso is lost in MWLL, the accompanying arm is '''not''' lost as well, nor is your top speed &amp;amp; heat dissipation impacted, unlike MWO.&lt;br /&gt;
&lt;br /&gt;
* To continue from the previous point, shooting a destroyed side torso is a good idea in MWLL, whereas in MWO, doing this is to be avoided at all costs since shooting destroyed side torsos in MWO reduces the damage you deal. For more information on damage modelling in MWLL, check out the [[Armor]] article.&lt;br /&gt;
&lt;br /&gt;
* Rear torsos in MWLL work a bit differently as well. There is only one armor section that covers the entire back of a 'Mech. This rear torso section typically has slightly less armor than a side torso section. When the rear torso is breached, your 'Mech is &amp;quot;engined&amp;quot;, losing half its maximum speed. Damage dealt when the rear torso is breached transfers to the center torso with a 3.0x multiplier.&lt;br /&gt;
&lt;br /&gt;
* [[LRM]]s, [[SSRM]]s, [[ATM]]s and [[Arrow IV]]s in MWLL cannot lock onto targets that are not in your line of sight. In order to indirectly fire these missile weapons, the target must be painted with either a [[NARC]] beacon or using [[TAG]]. This helps prevent LRM spam tactics from making the game significantly less enjoyable. It also rewards teamwork.&lt;br /&gt;
&lt;br /&gt;
* Unlike MWO, MWLL does not feature radar sharing by default. In order to share your radar with your team, your asset must be equipped with [[C3]], a specialized piece of equipment. This can be also circumvented by talking with your team and calling out contacts as you see them so your team knows where the opposing team is at and thus can respond effectively.&lt;br /&gt;
&lt;br /&gt;
* In MWLL, you can switch your radar between ''active'' and ''passive'' with the R key. When passive, you will be much harder to detect on radar yet will have a vastly reduced radar/targeting range yourself. MWO has no passive radar toggle.&lt;br /&gt;
&lt;br /&gt;
* MWO's version of the Advanced Tactical Missile ([[ATM]]) launcher is a missile weapon that loses damage the further the missiles travel. MWLL uses a setup closer to that found in CBT by having three different types of ATM: extended range (ER), standard (STD) and high explosive (HE). Each type of launcher deals damage that remains the same no matter how far the missiles fly.&lt;br /&gt;
&lt;br /&gt;
* [[SRM]]s in MWLL fire as a stream of missiles, whereas in MWO they fire all at once in a single burst.&lt;br /&gt;
&lt;br /&gt;
* [[MRM]]s in MWLL on ground units are wire-guided, meaning that they will attempt to follow your crosshair as you twist your torso or turn. MWO's MRMs are strictly dumbfire and cannot have their course corrected once fired.&lt;br /&gt;
&lt;br /&gt;
* [[UAC]]s in MWLL do not feature random chances for jamming. Only when fired for too long or too quickly do these weapons 'jam' and thus require time to be ready again, similar to [[RAC]]s in both MWLL and MWO.&lt;br /&gt;
&lt;br /&gt;
* Players can eject from their assets in MWLL. While doing this in general combat is not recommended, in a duel (1v1) setting doing so can enable you to win, provided your opponent is weakened to the point where a single C8 grenade can kill them. Also, on the off chance you run across a 'Mech listed as NO DRIVER with a destroyed head section, you can actually take control of that 'Mech and drive it home to repair it or sell for the CBills.&lt;br /&gt;
&lt;br /&gt;
* MWLL does not feature any UAVs at all. This can make gaining visuals on the other team's deployments more difficult, but also opens the door for dedicated scout units. Also, with aerospace fighters and VTOLs, obtaining aerial recon is always an option but requires a player to take that role on.&lt;br /&gt;
&lt;br /&gt;
* Overheating in MWO briefly shuts your 'Mech down until it cools enough to automatically start up again -- you only die if you massively exceed heat capacity. In MWLL, exceeding your asset's heat capacity will cause you to begin taking damage almost right away, which can be lethal if you are heavily damaged. As a result, avoid exceeding your heat capacity as much as possible. You can use the flush coolant key (C key, by default) to help keep heat under control.&lt;br /&gt;
&lt;br /&gt;
* MWLL features both screen- and aim-shake, whereas MWO only has minor screen-shake. This is a useful mechanic for some variants as it allows them to buy time during battle to gain the upper hand. That being said, only a few weapons induce any kind of shaking, namely missiles, PPCs and larger autocannons.&lt;br /&gt;
&lt;br /&gt;
* Trees, rocks and other obstacles in MWLL have a physical 'presence' on the map and will slow down or stop your 'Mech down if you walk into them. Some trees will be destroyed when walked into, while some will not. In MWO, you can freely walk into/through trees without any effect on your 'Mech. This is often a difficult adjustment for many MWO players to make and it will challenge your piloting abilities.&lt;br /&gt;
&lt;br /&gt;
* MWLL utilizes constant throttle by default, meaning when you stop pressing W, your 'Mech maintains its throttle setting until you slow down or brake. In MWO, the default is throttle decay, so not pressing W will bring your 'Mech to a stop. You can use the default '''K''' key to switch between constant and decaying throttle if you need throttle decay to play.&lt;br /&gt;
&lt;br /&gt;
* Hostile TAG lasers can only be seen using [[Night Vision]] in MWLL, whereas they are always visible to all players in MWO. There is also no heat/IR-vision in MWLL.&lt;br /&gt;
&lt;br /&gt;
* Stealth Armor exists in MWLL as a hard-mount only on one 'Mech, the [[Anubis]], which allows it to be detected at only 350m compared to the regular 500m for all [[GECM]]-carrying assets. While its stealth armor does not build heat, interfere with seeing hostile target icons and is always active, the Anubis carries no coolant to compensate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jump Jets===&lt;br /&gt;
&lt;br /&gt;
Jump Jets in MWLL are generally simpler to use than in MWO.&lt;br /&gt;
&lt;br /&gt;
* MWLL offers two types of Jump Jets - standard (often simply written as &amp;quot;JJ&amp;quot;) and improved (often written as &amp;quot;iJJ&amp;quot;) - while MWO only has a single type of Jump Jets.&lt;br /&gt;
&lt;br /&gt;
* MWLL's standard JJ offer a simple, relatively short jump that can be vectored in whichever direction a player's 'Mech was initially moving, although provides nearly no room for mid-jump direction change. &lt;br /&gt;
** Improved Jump Jets allow a player to vector their 'Mech's jump in any direction the player wishes to move, even while in mid-air, and provides roughly twice as much fuel as standard Jump Jets.&lt;br /&gt;
** Jump vectoring can be controlled with the same movement keys as those used to move a 'Mech.&lt;br /&gt;
&lt;br /&gt;
* MWO's Jump Jets allow for almost the same movement which is possible with MWLL's improved Jump Jets, and can even allow a player's 'Mech to rotate itself 180 degrees while in mid-air, and while keeping original momentum. &lt;br /&gt;
&lt;br /&gt;
* Furthermore, MWO features fall damage, and jumping from great heights will result in minor damage to both of a 'Mech's legs. This mechanic is absent in MWLL.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
* [[MWLL Basics Guide]]&lt;br /&gt;
* [[Starter Asset Guide]]&lt;br /&gt;
* [[Terrain Control Guide]]&lt;br /&gt;
* [https://docs.google.com/document/d/131pcY01x-O0IS-vHmLlqzSsrXpr8EGHMCG5WgRh_0Fg/edit?usp=sharing The Proving Grounds], a training initiative open to all players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--include stuff about tanks, vtols, asfs and BA work--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4553</id>
		<title>TC IvoryTower</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4553"/>
				<updated>2018-07-22T15:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:TC_IvoryTower.jpg&lt;br /&gt;
| Name = TC_IvoryTower&lt;br /&gt;
| Environment = Mountain &lt;br /&gt;
| Temperature = +36&lt;br /&gt;
| Planet = Twycross&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size =&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_IvoryTower_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This map is one of the bloodiest in the entire game, alongside [[TC_ThunderRift|Thunder Rift]]. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever. Heat can be an issue for hotter assets caught in a pitched firefight, though there should be enough cover to allow for cooling off as needed. [[Battle Armor]] can be effective in delaying tactics or harassment at each of the 1.5x capture zones, especially against 'Mechs without [[SRM]]s or other splash weapons.&lt;br /&gt;
&lt;br /&gt;
There are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.&lt;br /&gt;
&lt;br /&gt;
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including [[Warhammer]]s and [[Nova Cat]]s. There are '''no''' places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead as walking back to repair may take too long.&lt;br /&gt;
&lt;br /&gt;
Aerospace fighters can be deployed with good success on this map against teams that overcommit to brawling. Care should be taken to avoid strafing perpendicular to a canyon as you may slam into the canyon wall if you get too low to the ground and stay alert for [[Heavy Gauss]] or [[LBX20]]-equipped assets as they can kill you very easily.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D1===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4552</id>
		<title>TC IvoryTower</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4552"/>
				<updated>2018-07-22T15:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Bases */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_IvoryTower.jpg&lt;br /&gt;
| Name = TC_IvoryTower&lt;br /&gt;
| Environment = Mountain &lt;br /&gt;
| Temperature = +36&lt;br /&gt;
| Planet = Twycross&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size =&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_IvoryTower_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This map is one of the bloodiest in the entire game, alongside [[TC_ThunderRift|Thunder Rift]]. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever.&lt;br /&gt;
&lt;br /&gt;
In addition, there are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.&lt;br /&gt;
&lt;br /&gt;
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including [[Warhammer]]s and [[Nova Cat]]s. There are '''no''' places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead as walking back to repair may take too long.&lt;br /&gt;
&lt;br /&gt;
Aerospace fighters can be deployed with good success on this map against teams that overcommit to brawling. Care should be taken to avoid strafing perpendicular to a canyon as you may slam into the canyon wall if you get too low to the ground and stay alert for [[Heavy Gauss]] or [[LBX20]]-equipped assets as they can kill you very easily.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D1===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4551</id>
		<title>TC IvoryTower</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4551"/>
				<updated>2018-07-22T15:39:22Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_IvoryTower.jpg&lt;br /&gt;
| Name = TC_IvoryTower&lt;br /&gt;
| Environment = Mountain &lt;br /&gt;
| Temperature = +36&lt;br /&gt;
| Planet = Twycross&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size =&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_IvoryTower_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This map is one of the bloodiest in the entire game, alongside [[TC_ThunderRift|Thunder Rift]]. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever.&lt;br /&gt;
&lt;br /&gt;
In addition, there are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.&lt;br /&gt;
&lt;br /&gt;
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including [[Warhammer]]s and [[Nova Cat]]s. There are '''no''' places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead as walking back to repair may take too long.&lt;br /&gt;
&lt;br /&gt;
Aerospace fighters can be deployed with good success on this map against teams that overcommit to brawling. Care should be taken to avoid strafing perpendicular to a canyon as you may slam into the canyon wall if you get too low to the ground and stay alert for [[Heavy Gauss]] or [[LBX20]]-equipped assets as they can kill you very easily.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D1===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4550</id>
		<title>TC IvoryTower</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4550"/>
				<updated>2018-07-22T15:36:30Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_IvoryTower.jpg&lt;br /&gt;
| Name = TC_IvoryTower&lt;br /&gt;
| Environment = Mountain &lt;br /&gt;
| Temperature = +36&lt;br /&gt;
| Planet = Twycross&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size =&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_IvoryTower_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
This map is one of the bloodiest in the entire game, alongside [[TC_ThunderRift|Thunder Rift]]. The narrow canyons, short sightlines and bases at each capture zone make Ivory Tower very well-suited to brawlers, particularly for tanks. Jump-capable 'Mechs can open additional firing options by climbing onto the mesas and attacking down into opposing formations, however this can be fraught with risk as some mesas have absolutely no cover whatsoever.&lt;br /&gt;
&lt;br /&gt;
In addition, there are a couple of tunnels that run under the mesas: one that runs north-south between E4-D4 and one going east-west between C4/D4 and C5/D5. These tunnels can allow for unexpected attacks, entrapments and escape routes.&lt;br /&gt;
&lt;br /&gt;
The forward hangars at D3 and E5 can only build up to 65t 'Mechs including [[Warhammer]]s and [[Nova Cat]]s. There are '''no''' places to repair any 'Mech not built at a forward factory away from your main base; this can render some assault 'Mechs and tanks somewhat impractical for combat unless you either play cautiously or choose to sacrifice yourself instead.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D1===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_Glory&amp;diff=4549</id>
		<title>SA Glory</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_Glory&amp;diff=4549"/>
				<updated>2018-07-22T15:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_Glory&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = 19&lt;br /&gt;
| Planet = &lt;br /&gt;
| Coords = &lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 0&lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_Glory_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;With its small area and unique terrain features, this arena has seen the first matches of many great Solaris Arena champions, and just as many failures.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
SA Glory is a circular arena map, where most of the hangars are situated on the low ground, with a road to follow in order to get out onto the main plateau. The low-ground hangars are often the area of bloody small-scale conflicts between a recently spawned player and slower opponents roaming the edge of the arena.&lt;br /&gt;
&lt;br /&gt;
A repair bay with reloads exists near the center of the map. Much of the high-ground action is centered around this bay for the advantage it provides.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_HelsGate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Jungle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4548</id>
		<title>SA HelsGate</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4548"/>
				<updated>2018-07-22T15:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_HelsGate&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = -145&lt;br /&gt;
| Planet = HelsGate&lt;br /&gt;
| Coords = -148.44, -398.49&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 0&lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_HelsGate_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;On a remote protoworld deep within the periphery, the dark caste regularly hire out a mysterious arena. Thought to be the trialling grounds of an outcast clan, the freezing temperatures, low gravity and deadly EM radiation have made Hel into a popular, exotic battleground.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A very cold arena map with a very low heat floor, HelsGate favours hotter-running assets. Like all [[Solaris Arena]] maps, brawlers are the only thing one should consider when purchasing an asset. HelsGate also features low-gravity, making [[Jump Jets|Jump Jetting]] 'Mechs remain airborne for significantly longer than they otherwise would. The low-g also affects [[Battle Armor]] and can be disorienting for players unused to it, even for simple tasks such as getting into your 'Mech.&lt;br /&gt;
&lt;br /&gt;
HelsGate features two repair &amp;amp; rearm bays directly opposite one another underneath the large solar panels near the entrances to the central crater area. While still difficult to use them without being disturbed, it is easier than on the other Solaris Arena maps.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Jungle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_Jungle&amp;diff=4547</id>
		<title>SA Jungle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_Jungle&amp;diff=4547"/>
				<updated>2018-07-22T15:00:59Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_Jungle&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = 35&lt;br /&gt;
| Planet = &lt;br /&gt;
| Coords = &lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = &lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_Jungle_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Originally planned as a Buddhist monastery, the Jungle is now one of the most popular arenas on Solaris VII. Due to its varied terrain and the cover provided by vegetation this arena offers a variety of different tactics, provided you manage to survive long enough.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Effectively a direct port of the ''Mechwarrior 4: Mercenaries'' Jungle arena map. SA Jungle is an outlier compared to [[SA_Glory|Glory]] and [[SA_HelsGate|HelsGate]] in that it is significantly more wide open than either map, placing a greater emphasis on speed and/or range. Brawlers are still strong here, however slow brawlers can be bloodied enough by longer-range assets that they will be unable to win the fight once the distance is closed. Another consequence of the sightlines on Jungle is that with more players comes a greater risk of being shot in the back.&lt;br /&gt;
&lt;br /&gt;
There is a repair bay with reloads near the middle of the map in the open. It is very tricky to fully utilize it unless you kill everyone nearby or are ignored by the other players.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_Jungle&amp;diff=4546</id>
		<title>SA Jungle</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_Jungle&amp;diff=4546"/>
				<updated>2018-07-22T15:00:42Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_Jungle&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = 35&lt;br /&gt;
| Planet = &lt;br /&gt;
| Coords = &lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = &lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_Jungle_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Originally planned as a Buddhist monastery, the Jungle is now one of the most popular arenas on Solaris VII. Due to its varied terrain and the cover provided by vegetation this arena offers a variety of different tactics, provided you manage to survive long enough.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Effectively a direct port of the ''Mechwarrior 4: Mercenaries'' Jungle arena map. SA Jungle is an outlier compared to [[SA_Glory|Glory]] and [[SA_HelsGate|HelsGate]] in that it is significantly more wide open than either map, placing a greater emphasis on speed and/or range. Brawlers are still strong here, however slow brawlers can be bloodied enough by longer-range assets that they will be unable to win the fight once the distance is closed. Another consequence of the sightlines on Jungle is that with more players comes a greater risk of being shot in the back.&lt;br /&gt;
&lt;br /&gt;
There is a repair bay with reloads on this map near the middle of the map. It is very tricky to fully utilize it unless you kill everyone nearby or are ignored by the other players.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4545</id>
		<title>SA HelsGate</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4545"/>
				<updated>2018-07-22T14:56:52Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_HelsGate&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = -145&lt;br /&gt;
| Planet = HelsGate&lt;br /&gt;
| Coords = -148.44, -398.49&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 0&lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_HelsGate_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;On a remote protoworld deep within the periphery, the dark caste regularly hire out a mysterious arena. Thought to be the trialling grounds of an outcast clan, the freezing temperatures, low gravity and deadly EM radiation have made Hel into a popular, exotic battleground.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A very cold arena map with a very low heat floor, HelsGate favours hotter-running assets. Like all [[Solaris Arena]] maps, brawlers are the only thing one should consider when purchasing an asset. HelsGate also features low-gravity, making [[Jump Jets|Jump Jetting]] 'Mechs remain airborne for significantly longer than they otherwise would. The low-g also affects [[Battle Armor]] and can be disorienting for players unused to it, even for simple tasks such as getting into your 'Mech.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Jungle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4544</id>
		<title>SA HelsGate</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_HelsGate&amp;diff=4544"/>
				<updated>2018-07-22T14:56:34Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_HelsGate&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = -145&lt;br /&gt;
| Planet = HelsGate&lt;br /&gt;
| Coords = -148.44, -398.49&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 0&lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_HelsGate_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;On a remote protoworld deep within the periphery, the dark caste regularly hire out a mysterious arena. Thought to be the trialling grounds of an outcast clan, the freezing temperatures, low gravity and deadly EM radiation have made Hel into a popular, exotic battleground.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A very cold arena map, HelsGate favours hotter-running assets. Like all [[Solaris Arena]] maps, brawlers are the only thing one should consider when purchasing an asset. HelsGate also features low-gravity, making [[Jump Jets|Jump Jetting]] 'Mechs remain airborne for significantly longer than they otherwise would. The low-g also affects [[Battle Armor]] and can be disorienting for players unused to it, even for simple tasks such as getting into your 'Mech.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Jungle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Glory]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=SA_Glory&amp;diff=4543</id>
		<title>SA Glory</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=SA_Glory&amp;diff=4543"/>
				<updated>2018-07-22T14:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Warhammer enters.jpg|thumb|300px|A brave Warhammer pilot enters the arena.&lt;br /&gt;
| Name = SA_Glory&lt;br /&gt;
| Environment = Arena&lt;br /&gt;
| Temperature = 19&lt;br /&gt;
| Planet = &lt;br /&gt;
| Coords = &lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Last Man Standing]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 0&lt;br /&gt;
| BaseIS = &lt;br /&gt;
| BaseCL = &lt;br /&gt;
| Map  = File:SA_Glory_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;With its small area and unique terrain features, this arena has seen the first matches of many great Solaris Arena champions, and just as many failures.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Solaris Arena]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_HelsGate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[SA_Jungle]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_ThunderRift&amp;diff=4542</id>
		<title>TSA ThunderRift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_ThunderRift&amp;diff=4542"/>
				<updated>2018-07-22T14:54:02Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:Thunder-Rift.jpg&lt;br /&gt;
| Name = TSA_ThunderRift&lt;br /&gt;
| Environment = Cave&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Trell 1&lt;br /&gt;
| Coords = -115.01, 390.42&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 0.3.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| Map  = File:Thunder-Rift-minimap.jpg&lt;br /&gt;
}}{{Out of date|0.4.0}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quote|&amp;quot;Carved from volcanic activity, this tangled web of caverns is an exceptional feature of Trellwan's geology, which suffers from a short orbital year and a long rotational day.  It was here that Victor Steiner-Davion encountered the clans for the first time using the first effective strategy against them despite his loss.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Thunder Rift was first named Cavernous, yet got renamed to showcase it's canon location.&lt;br /&gt;
* Thunder Rift in BattleTech was a complex of caverns on Trell I, where Prince Victor Steiner Davion won for the first time encounter with [[Clans|Clan]] Jade Falcon [[Thor]] on 13th April 3050. Despite of this he and Hauptmann Cox had to evacuate when 2 [[Loki]] and 2 new [[Thor]]s arrived. After emergency evacuation of the heir to Federated Commonwealth, Leftenant-General Hawksworth led long-lasting defense using guerrilla tactics, being the first relatively successful defense action against Clan Invasion. These events were described in the first book of the Kerensky Trilogy - the Lethal Heritage.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Sandblasted&amp;diff=4541</id>
		<title>TSA Sandblasted</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Sandblasted&amp;diff=4541"/>
				<updated>2018-07-22T14:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:Sandblasted.png&lt;br /&gt;
| Name = TSA_Sandblasted&lt;br /&gt;
| Environment = Desert&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Tamarind&lt;br /&gt;
| Coords = -271.23, -83.98&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 1.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1 (ASF/VTOL: 1)&lt;br /&gt;
| BaseCL = 1 (ASF/VTOL: 1)&lt;br /&gt;
| Map  = File:Sandblasted minimap.jpg&lt;br /&gt;
}}{{Out of date|0.4.0}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quote|&amp;quot;On the Harvison Flats of Tamarind outside the oil-rich capital Zanzibar, the Lyran Commonwealth has constructed an Egyptian themed arena, hoping to capitalize on the growing Solaris gaming industry. This marvelous spectacle has brought wealthy spectators and would-be-champions to the desolate  desert planet from across the Inner Sphere.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
An Egyptian themed arena, Sandblasted has incredibly varied terrain featuring rolling sand dunes, cliffs, and Egyptian-style ruins.&lt;br /&gt;
&lt;br /&gt;
The wide open layout of the map has allowed the use of LRMs and the 0.2.0 introduced [[Long Tom]] as popular options in long range combat.  Additionally, the various dunes and ridges allow for effective [[Gameplay Tactics#Poptarting|poptarting]].  BAs sporting [[TAG]] lasers are often found perched on the pyramids located in the middle of the map.&lt;br /&gt;
&lt;br /&gt;
Like most [[Team Solaris Arena|TSA]] maps, Sandblasted's gameplay typically grows less and less mobile as the match progresses. There is not a lot of cover to protect you from [[NARC]]-guided [[LRM]] volleys or [[Arrow IV]] strikes, particularly when the spotting asset is an [[ASF|aerospace fighter]]. Massed [[LAMS]], [[AECM]] or [[Black Lanner]] rushes can counter these tactics, however any brawling will often put you right into the opposing team's base, leaving your team very vulnerable to being crushed by sheer attrition.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
One of the original maps included in the 0.1.0 MWLL release and thus far has not been changed.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Palisades&amp;diff=4540</id>
		<title>TSA Palisades</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Palisades&amp;diff=4540"/>
				<updated>2018-07-22T14:50:13Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Palisades.jpg&lt;br /&gt;
| Name = TSA_Palisades&lt;br /&gt;
| Environment = Arid Hills&lt;br /&gt;
| Temperature = +25&lt;br /&gt;
| Planet = ?&lt;br /&gt;
| Coords = ?&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| Map  = File:TSA_Palisades_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The Palisades arena was designed to simulate a classic border flash-point scenario between two remote, but well defended outposts.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Palisades is a desert-plateau themed Team Solaris Arena, based heavily on a Crysis multiplayer map. Palisades is extremely asymmetrical; the Clan hangar sits on the high ground, while Inner Sphere on the low ground. A river runs through, dividing the map roughly in half between the lowlands and the plateau.&lt;br /&gt;
&lt;br /&gt;
Palisades is by nature a very long-range map; there is little hard cover, and the high plateau bordering the river offers the Clan team an almost complete view of the Inner Sphere's side. As a result of this, Palisades very frequently devolves into mostly static long-range sniping matches, especially when [[Arrow IV]] assets or [[Rommel#Variant A|Thumper]]s are deployed. This map can be quite enjoyable when both teams commit to a more mobile style of play with battles occurring on the eastern side of the map. Since that rarely happens, many veterans will simply skip playing this map altogether.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Mirage&amp;diff=4539</id>
		<title>TSA Mirage</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Mirage&amp;diff=4539"/>
				<updated>2018-07-22T14:47:19Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TSA_Mirage.jpg&lt;br /&gt;
| Name = TSA_Mirage&lt;br /&gt;
| Environment = Sand / Valley&lt;br /&gt;
| Temperature = +32&lt;br /&gt;
| Planet = Blackjack&lt;br /&gt;
| Coords = -158.31, 367.73&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 0.3.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| Map  = File:TSA_Mirage_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Set in a heavily eroded canyon, this expansive battleground has been cut by wind, water, and time. An intricate system of deep valleys funneling into a wide open center make for as diverse and deadly a killing field as can be found on Blackjack.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The most popular [[Team Solaris Arena|TSA]] map, TSA Mirage's varied terrain and multiple avenues for attack keep the fighting more interesting and at a closer range than on other TSA maps. Flanking attacks and ambushes are often carried out by crafty players, without completely discounting long-range combat. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TC_Mirage]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Marshes&amp;diff=4538</id>
		<title>TSA Marshes</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Marshes&amp;diff=4538"/>
				<updated>2018-07-22T14:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:Marshes.jpg&lt;br /&gt;
| Name = TSA_Marshes&lt;br /&gt;
| Environment = Marshland / Swamp&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Gei-Fu&lt;br /&gt;
| Coords = 58.16, -200.82&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 1.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| Map  = File:Marshes minimap.jpg&lt;br /&gt;
}}{{Out of date|0.4.0}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;In an attempt to join the St. Ives compact at an inopportune time, the Gei-Fu militia found itself subject to the full wrath of the Capellan Confederation. This airfield was destroyed in the brutal counter-coup. It is now overgrown and infested with poisonous reptiles.&amp;quot;|Map introduction}}&lt;br /&gt;
'''Marshes''' comprises clusters of low, thickly-vegetated hills, rising from flooded marshes, and a flat deserted airfield in the center.  A large abandoned dropship of the Inner Sphere dominates the skyline, and surrounding hangars and buildings with the Federated Suns insignia, are situated near a large flat overgrown runway.   &lt;br /&gt;
&lt;br /&gt;
Clan bases are at the south of the map, and Inner Sphere bases are at the north.   The main avenue of attack tends to be through central airfield area, though flanking is also viable, using the terrain to the east and west as cover.  The map offers opportunities for long range jump-sniping and missile-boating from the low marshy hills, as well as short-range brawling around the central airfield area.   &lt;br /&gt;
&lt;br /&gt;
Due to the numerous opportunities for cover, battlefield awareness, and thoughtful use of active and passive radar modes, are key to success on this map.  Indestructible trees and buildings deflect weapon fire.   The abandoned dropship can be used by Battle Armors for target designation or opportunistic short range attacks.&lt;br /&gt;
&lt;br /&gt;
As aeros are not used on this map, LongToms frequently come into play to disrupt clusters of LRM campers and other immobile vehicles.   &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Marshes remained unchanged in between first beta and 0.2.0. In beta 0.3.0 new AMS turrets were added, as well as dynamic Time of Day.&lt;br /&gt;
&lt;br /&gt;
Marshes was elected second most popular map of Beta 0.1.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Frostbite&amp;diff=4537</id>
		<title>TSA Frostbite</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Frostbite&amp;diff=4537"/>
				<updated>2018-07-22T14:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Frostbite.jpg&lt;br /&gt;
| Name = TSA_Frostbite&lt;br /&gt;
| Environment = Snow&lt;br /&gt;
| Temperature = ?&lt;br /&gt;
| Planet = Halloran V&lt;br /&gt;
| Coords = 73.55, -77.20&lt;br /&gt;
| Size = 8192 x 8192&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.2.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| Map  = File:TSA_Frostbite_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Chimera represents the least forbidding of climates that Halloran V has to offer, yet it is unforgiving in its own right. Freezing temperatures and violent storms make this a bleak and treacherous battlefield.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Frostbite was first added in [[Mechwarrior:_Living_Legends/Versions#0.2.0|Beta 0.2.0]] and completely reworked in [[Mechwarrior:_Living_Legends/Versions#0.3.0|Beta 0.3.0]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Extremity&amp;diff=4536</id>
		<title>TSA Extremity</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Extremity&amp;diff=4536"/>
				<updated>2018-07-22T14:44:13Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:Extremity.jpg&lt;br /&gt;
| Name = TSA_Extremity&lt;br /&gt;
| Environment = Asteroid&lt;br /&gt;
| Temperature = -150 up to +200&lt;br /&gt;
| Planet = None&lt;br /&gt;
| Coords = Coordinates Variable&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 1.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2 (ASF/VTOL: 1)&lt;br /&gt;
| BaseCL = 2 (ASF/VTOL: 1)&lt;br /&gt;
| Map  = File:Extremity-minimap.jpg&lt;br /&gt;
}}{{Out of date|0.4.0}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quote|&amp;quot;On the edge of known space are the drifting remains of an old mining colony.  Enduring the extreme temperatures which result from its axial spin, enterprising periphery miners yielded invaluable resources from this desolate asteroid. It now serves as a staging ground for Solaris matches which mimic the early battles of the Clan Invasion.&amp;quot;|Map introduction}}&lt;br /&gt;
'''TSA Extremity''' is a low-gravity location placed on a big asteroid with quick time of day quickly changing the environment temperature, multiple times during the battle.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Extremity was one of initial maps released in [[Mechwarrior: Living Legends/Versions#Beta_1.0|first]] public beta of [[MWLL]]. Since then it was altered in nearly each big release. Version 0.2.0 brought new, less rough terrain for improved movement and altered gravity for better operations. Version 0.3.0 turned map into something entirely different to what it used to be - Three big satellite dishes were added, turning gameplay more towards urban-alike combat.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TSA_Clearcut&amp;diff=4535</id>
		<title>TSA Clearcut</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TSA_Clearcut&amp;diff=4535"/>
				<updated>2018-07-22T14:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:Clearcut.jpg&lt;br /&gt;
| Name = TSA_Clearcut&lt;br /&gt;
| Environment = Forest&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Canopus IV&lt;br /&gt;
| Size =2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = Beta 1.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| Map  = File:Clearcut minimap.jpg&lt;br /&gt;
}}{{Out of date|0.4.0}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Due to Helen's vast natural resources and its location on the Draconis Combine border, it has always been strategically important to the Federated Commonwealth. Some of the older industrial facilities have been secretly modified to facilitate combined arms training.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
The site of an abandoned logging operation, '''Clearcut''' is based in a large bowl valley filled with trees, hills, dominated by prominent central mountain.&lt;br /&gt;
&lt;br /&gt;
Bases are placed in the corners... the South Western corner hosts the [[Clans]] base, while the North Eastern corner is occupied by the [[Inner Sphere]].  Each base has a hangar, turret defenses, and an adjacent airfield. &lt;br /&gt;
&lt;br /&gt;
There are two prominent areas of engagement on this map, to the eastern and western sides of the mountain. On the western side, the hill next to the lake, and another hill extending from the mountain towards the IS base, create a natural arena for brawlers.  The northern hills provide an opportunity for [[LRM]] support.   The eastern combat zone is mostly defined by the hill extending towards the South-East.  Here, two open areas extending towards the IS and Clan bases are frequently the routes to the main combat zone.   The mountain and surrounding hills are excellent vantage points for [[Battle Armor]] with [[TAG]] to designate targets.  BA on BA fights are common on the central mountain.&lt;br /&gt;
&lt;br /&gt;
At the eastern corner, near the river, there's a passage behind the mountains through which vehicles can move unseen towards a sniping position overlooking the Inner Sphere eastern exit. On the western side, the lake area is suitable for ambushes, staging quick raids towards the enemy base, or using LRMs.  The water here is also useful to provide additional cooling for hot vehicles.&lt;br /&gt;
&lt;br /&gt;
The relatively large clusters of destructible trees on Clearcut can damage vehicles pushing through them at speed.  &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Clearcut has been available since the first release of the MWLL Beta.  It's dishlike topography quickly made it notorious for [[Gameplay Tactics#LRM Camping|LRM camping]].  However, increasingly skilled Aero pilots, and other terrain features introduced in 0.2, have somewhat curbed the opportunities.   In version 0.3, Clearcut tends to feature a mix of long and medium range battle, with sporadic short-range brawling during raids.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
Sometimes when the map is loaded the client computer does not load the LOD (Level Of Detail) for the tree objects on the map resulting in an extremely high poly count when playing. This can be checked by turning on ''r_displayinfo 1'' in the game console. The '''TRIS''' value should not be spiking up to 20.000.000 when playing on this map. If this does happen either reconnect to the server or change your ''Display Settings'' by setting your ''Advanced Settings'' to the profile ''Low'' and back to where it was. This should load the LODs for the map properly.&lt;br /&gt;
&lt;br /&gt;
Though rare, tanks may become inadvertently stranded on tree stumps on this map.&lt;br /&gt;
&lt;br /&gt;
==Easter Egg==&lt;br /&gt;
Visitors to the peak of the central mountain will encounter an ironic easter egg crafted by the hard-working developers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Wildlands&amp;diff=4534</id>
		<title>TC Wildlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Wildlands&amp;diff=4534"/>
				<updated>2018-07-22T14:43:27Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
placeholder for Wildlands&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_ValleyForge&amp;diff=4533</id>
		<title>TC ValleyForge</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_ValleyForge&amp;diff=4533"/>
				<updated>2018-07-22T14:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder page for TC ValleyForge. needs an overview image, minimap image and info about the map.&lt;br /&gt;
&lt;br /&gt;
{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_ValleyForge.jpg&lt;br /&gt;
| Name = TC ValleyForge&lt;br /&gt;
| Environment = Light Forest / Urban&lt;br /&gt;
| Temperature = +25&lt;br /&gt;
| Planet = ?&lt;br /&gt;
| Coords = 58.16, -200.82&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.8.3&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 6&lt;br /&gt;
| Map  = File:TC_ValleyForge_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_ThunderRift&amp;diff=4532</id>
		<title>TC ThunderRift</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_ThunderRift&amp;diff=4532"/>
				<updated>2018-07-22T14:42:35Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Thunder-Rift.jpg&lt;br /&gt;
| Name = TC_Thunder Rift&lt;br /&gt;
| Environment = Cave&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Trell 1&lt;br /&gt;
| Coords = -115.01, 390.42&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 0&lt;br /&gt;
| Aero = 0&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 4&lt;br /&gt;
| Map  = File:TC_ThunderRift_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Carved from volcanic activity, this tangled web of caverns is an exceptional feature of Trellwan's geology, which suffers from a short orbital year and a long rotational day. It was here that Victor Steiner-Davion encountered the clans for the first time using the first effective strategy against them despite his loss.&amp;quot;|Map introduction}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===F2===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#Calliope|Calliope]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C7===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#Calliope|Calliope]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mechs]], all except assault [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mechs]], all except assault [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TSA_ThunderRift]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Taiga&amp;diff=4531</id>
		<title>TC Taiga</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Taiga&amp;diff=4531"/>
				<updated>2018-07-22T14:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Taiga.jpg&lt;br /&gt;
| Name = TC_Taiga&lt;br /&gt;
| Environment = Alpine Forest&lt;br /&gt;
| Temperature = +15?&lt;br /&gt;
| Planet = Trell I&lt;br /&gt;
| Coords = -115.01, 390.42&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 3&lt;br /&gt;
| Map  = File:TC_Taiga_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Mechwarriors vie for control over strategic locations along river, with power generators being key facilities to fuel either team's war machine. Do not let your entire force be overwhelmed by the opposition!&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
placeholder for TC Taiga&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Sandblasted&amp;diff=4530</id>
		<title>TC Sandblasted</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Sandblasted&amp;diff=4530"/>
				<updated>2018-07-22T14:42:09Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Sandblasted.png&lt;br /&gt;
| Name = TC_SandBlasted&lt;br /&gt;
| Environment = Desert&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Tamarind&lt;br /&gt;
| Coords = -271.23, -83.98&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
| Available = Beta 0.5.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 3&lt;br /&gt;
| Map  = File:TC_SandBlasted.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;On the Harvison Flats of Tamarind outside the oil-rich capital Zanzibar, the Lyran Commonwealth has constructed an Egyptian themed arena, hoping to capitalize on the growing Solaris gaming industry. This marvelous spectacle has brought wealthy spectators and would-be-champions to the desolate  desert planet from across the Inner Sphere.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Though very similar to its TSA counter part, the TC variant sports three bases to capture on this map.  A single repair bay located in the center, along with two bases featuring two field 'mech hangars each are located underneath the North and South pyramids.  Gameplay is very similar to the TSA variant, however there tends to be fewer long distance stand offs with teams being forced to capture objectives.&lt;br /&gt;
&lt;br /&gt;
TC Sandblasted is played very infrequently due to its tendency to devolve into a pyramid camping match. This maps has largely been replaced by the more dynamic [[TC_Oasis|Oasis]].&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#Calliope|Calliope]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
===E8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]], 1x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
===D2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#Calliope|Calliope]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]], 1x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===F4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Oasis&amp;diff=4529</id>
		<title>TC Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Oasis&amp;diff=4529"/>
				<updated>2018-07-22T14:41:19Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
placeholder for Oasis, the better Sandblasted!&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Mirage&amp;diff=4528</id>
		<title>TC Mirage</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Mirage&amp;diff=4528"/>
				<updated>2018-07-22T14:40:55Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Mirage.jpg&lt;br /&gt;
| Name = TC_Mirage&lt;br /&gt;
| Environment = Sand / Valley&lt;br /&gt;
| Temperature = 36&lt;br /&gt;
| Planet = Blackjack&lt;br /&gt;
| Coords = -158.31, 367.73&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.5.6&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_Mirage_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Set in a heavily eroded canyon, this expansive battleground has been cut by wind, water, and time. An intricate system of deep valleys funneling into a wide open center make for as diverse and deadly a killing field as can be found on Blackjack.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===C2===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C2===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===F6===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===G5===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]] (2 aiming at E4)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
'''This point is worth 1.25x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This point is worth 1.25x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E6===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
'''This point is worth 0.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===F4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]] (2 aiming at E4)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TSA_Mirage]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Marshes&amp;diff=4527</id>
		<title>TC Marshes</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Marshes&amp;diff=4527"/>
				<updated>2018-07-22T14:40:45Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Marshes.jpg&lt;br /&gt;
| Name = TC_Marshes&lt;br /&gt;
| Environment = Marshland / Swamp &lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Gei-Fu&lt;br /&gt;
| Coords = 58.16, -200.82&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = &lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 4&lt;br /&gt;
| Map  = File:TC_Marshes_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;In an attempt to join the St. Ives compact at an inopportune time, the Gei-Fu militia found itself subject to the full wrath of the Capellan Confederation. This airfield was destroyed in the brutal counter-coup. It is now overgrown and infested with poisonous reptiles.&amp;quot;|Map introduction}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Hellgiver|Hellgiver]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E6===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Hellgiver|Hellgiver]], 2x [[Turrets#LAMS Turret|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===B2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (VTOL), [[Rearm]] (VTOL)&lt;br /&gt;
&lt;br /&gt;
===G4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hellgiver|Hellgiver]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===G5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hellgiver|Hellgiver]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TSA_Marshes]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Kagoshima&amp;diff=4526</id>
		<title>TC Kagoshima</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Kagoshima&amp;diff=4526"/>
				<updated>2018-07-22T14:40:26Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image =File:TC_Kagoshima.jpg&lt;br /&gt;
| Name = TC_Kagoshima&lt;br /&gt;
| Environment = Forest&lt;br /&gt;
| Temperature = 25&lt;br /&gt;
| Planet = Pesit&lt;br /&gt;
| Coords = 207.68, 312.70&lt;br /&gt;
| Size = 2048 x 2048&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 6&lt;br /&gt;
| Map  = File:TC_Kagoshima_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Set on the border of Draconis Combine space, the rugged terrain and deep forested glades of this wayward planet are about to be turned into a fierce battlefield. Use cover and flanking to out-fight and out-manouever your enemies and don't become distracted by the idyllic vistas, they may be the last thing you see...&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A unique map featuring six control points  and a changing day and night cycle.  There are plenty of opportunities to flank opponents and the cascading ridges can be manipulated by mechs with jump jets.  The Clan and Inner Sphere sides are divided by a dammed river with two bridge crossings.  Kagoshima features one capturable forward [[Structures|mechbay]] per side of the river.  These mechbays are noteworthy due to their inability to produce heavy and assault class mechs.  However, players are free to purchase any other armored or mech asset.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===F1===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 8x [[Turrets#Sentinel|Sentinel]], 2x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 8x [[Turrets#Sentinel|Sentinel]], 2x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===B2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===C6===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E6===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===F3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===G7===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4525</id>
		<title>TC IvoryTower</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_IvoryTower&amp;diff=4525"/>
				<updated>2018-07-22T14:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_IvoryTower.jpg&lt;br /&gt;
| Name = TC_IvoryTower&lt;br /&gt;
| Environment = Mountain &lt;br /&gt;
| Temperature = +36&lt;br /&gt;
| Planet = Twycross&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size =&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_IvoryTower_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;The 10th Lyran Guards and 9th FedCom RCT face off against the Jade Falcon Guards for control over this desert planet. They battle through the great canyons for control over strategic objectives such as the Ivory Towers, massive constructions seated within an industrial complex.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C8===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D1===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 1.5x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Harvest&amp;diff=4524</id>
		<title>TC Harvest</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Harvest&amp;diff=4524"/>
				<updated>2018-07-22T14:39:59Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Harvest.jpg&lt;br /&gt;
| Name = TC_Harvest&lt;br /&gt;
| Environment = Farmland&lt;br /&gt;
| Temperature = +25?&lt;br /&gt;
| Planet = Orestes&lt;br /&gt;
| Coords = 13.04, 00.52&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 4&lt;br /&gt;
| Map  = File:TC_Harvest_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;A quiet and unassuming world at the end of the Ghost Bear invasion corridor, Orestes remained that way until the Word of Blake invasion in 3068. The Free Rasalhauge Republic was able to repel the attackers at a great cost. Orestes was later absorbed along with the remaining FRR worlds into the Ghost Bear Dominion.&amp;quot;|Map Introduction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
placeholder page for TC Harvest. will require overview image &amp;amp; minimap image, plus info about the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Forsaken&amp;diff=4523</id>
		<title>TC Forsaken</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Forsaken&amp;diff=4523"/>
				<updated>2018-07-22T14:39:43Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
placeholder for Forsaken&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Dune&amp;diff=4522</id>
		<title>TC Dune</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Dune&amp;diff=4522"/>
				<updated>2018-07-22T14:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
placeholder for Dune&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Frostbite&amp;diff=4521</id>
		<title>TC Frostbite</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Frostbite&amp;diff=4521"/>
				<updated>2018-07-22T14:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:Frostbite.jpg&lt;br /&gt;
| Name = TC_Frostbite&lt;br /&gt;
| Environment = Snow&lt;br /&gt;
| Temperature = -32&lt;br /&gt;
| Planet = Halloran V&lt;br /&gt;
| Coords = 73.55, -77.20&lt;br /&gt;
| Size = 8192 x 8192&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Test of Strength]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.2.0&lt;br /&gt;
| Mech = Yes&lt;br /&gt;
| Tank = Yes&lt;br /&gt;
| VTOL = Yes&lt;br /&gt;
| Aero = Yes&lt;br /&gt;
| Base Defenses = Yes&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TSA_Frostbite_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Chimera represents the least forbidding of climates that Halloran V has to offer, yet it is unforgiving in its own right.  Freezing temperatures and violent storms make this a bleak and treacherous battlefield.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
this is a placeholder page.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===G6===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===G6===&lt;br /&gt;
'''Type:''' [[Clan]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===A6===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 3x [[Turrets#Calliope|Calliope]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===A6===&lt;br /&gt;
'''Type:''' [[IS]] airfield&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===B3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E1===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 2x the standard amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This base is worth 2.5x the standard amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E7===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===G3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Forsaken&amp;diff=4520</id>
		<title>TC Forsaken</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Forsaken&amp;diff=4520"/>
				<updated>2018-07-22T14:39:09Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder for Forsaken&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Enkeladus&amp;diff=4519</id>
		<title>TC Enkeladus</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Enkeladus&amp;diff=4519"/>
				<updated>2018-07-22T14:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder page for enk&lt;br /&gt;
&lt;br /&gt;
{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Enkeladus.jpg&lt;br /&gt;
| Name = TC_Enkeladus&lt;br /&gt;
| Environment = Barren / Icy&lt;br /&gt;
| Temperature = -15&lt;br /&gt;
| Planet = Menkent&lt;br /&gt;
| Coords = &lt;br /&gt;
| Size = 8192 x 8192&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_Enkeladus_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;Enkeladus station, a secret Inner Sphere materials research base on planet Menkent, has come under attack by Clan Smoke Jaguar forces.  After a fleeing Inner Sphere dropship containing new armor prototypes was destroyed, both Clan and Inner Sphere forces are moving on the wreckage in an attempt to recover the prototypes.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_DustBowl&amp;diff=4518</id>
		<title>TC DustBowl</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_DustBowl&amp;diff=4518"/>
				<updated>2018-07-22T14:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Dustbowl.jpg&lt;br /&gt;
| Name = TC_Dustbowl&lt;br /&gt;
| Environment = Desert / Scrubland&lt;br /&gt;
| Temperature = +33 (daytime); +15 (nighttime)&lt;br /&gt;
| Planet = Kikuyu&lt;br /&gt;
| Coords =&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 3&lt;br /&gt;
| Map  = File:TC_DustBowl_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;On a desert region of Kikuyu lies several fortified bases, containing various underground facilities with plenty of resources for maintaining a fighting force. Battles erupt as commanders vie for control over these key structures.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A somewhat rectangular map containing scrubland and light urban regions, Dustbowl features a lot of both short- and long-range combat that hinges upon the three neutral bases. Each of the middle bases' capture zones are on top of a raised installation, leaving any player attempting to wrest control of a base largely exposed to hostile fire. Repair bays at C5 and F3 are found in a garage-area below, accessible via two large doors that open when your asset approaches them.&lt;br /&gt;
&lt;br /&gt;
This map also runs on a day/night cycle, where the ambient temperature drops twenty degrees during nighttime, allowing for slightly looser heat control. &lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===E2===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#LAMS Turret|LAMS]], 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D7===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 3x [[Turrets#LAMS Turret|LAMS]], 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C3===&lt;br /&gt;
'''Type:''' [[Clan]] base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===F3===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===F6===&lt;br /&gt;
'''Type:''' [[IS]] base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' light/medium [[Mechs]], light/medium [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Dune&amp;diff=4517</id>
		<title>TC Dune</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Dune&amp;diff=4517"/>
				<updated>2018-07-22T14:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;placeholder for Dune&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_DeathValley&amp;diff=4516</id>
		<title>TC DeathValley</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_DeathValley&amp;diff=4516"/>
				<updated>2018-07-22T14:38:16Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}{{stub}}{{Map|&lt;br /&gt;
| Image = File:TC_DeathValley.jpg&lt;br /&gt;
| Name = TC_DeathValley&lt;br /&gt;
| Environment = Desert&lt;br /&gt;
| Temperature = +55&lt;br /&gt;
| Planet = Caph&lt;br /&gt;
| Coords = 13.04, 00.52&lt;br /&gt;
| Size = 8192 x 8192&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.4.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_DeathValley_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|&amp;quot;This arena is set on a blistering hot desert on a small planet close to a nearby star. It challenges everyones abilities and sanity.&amp;quot;|Map introduction}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A popular Terran Control map, ''Death Valley'' is much like its namesake; a lifeless, barren hellscape.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Death Valley's mixture of flat open terrain and claustrophobic bases means that both long and short-range combat is viable. Fast assets are recommended, as the bases are widely spaced out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===E1===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#LAMS Turret|LAMS]], 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E8===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 4x [[Turrets#LAMS Turret|LAMS]], 2x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===B5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===G4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===F7===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 1x [[Turrets#Sentinel|Sentinel]], 1x [[Turrets#Hawk Eye|Hawk Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Bogs&amp;diff=4515</id>
		<title>TC Bogs</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Bogs&amp;diff=4515"/>
				<updated>2018-07-22T14:38:01Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Bogs.jpg&lt;br /&gt;
| Name = TC Bogs&lt;br /&gt;
| Environment = Marshland / Swamp &lt;br /&gt;
| Temperature = +25&lt;br /&gt;
| Planet = Gei-Fu&lt;br /&gt;
| Coords = 58.16, -200.82&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.8.3&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 2&lt;br /&gt;
| BaseCL = 2&lt;br /&gt;
| BaseNtl = 6&lt;br /&gt;
| Map  = File:TC_Bogs_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;In an attempt to join the St. Ives compact at an inopportune time, the Gei-Fu militia found itself subject to the full wrath of the Capellan Confederation. This airfield was destroyed in the brutal counter-coup. It is now overgrown and infested with poisonous reptiles.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Based on [[TSA_Marshes]], Bogs offers vastly different gameplay because of its extreme weather effects; the morning is pitch black, foggy, and torrential downpour renders nightvision ineffective. Lightning periodically lights up the battlefield, revealing hidden enemies. No aircraft are available due to the poor conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===F2===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 2x [[Turrets#Base LAMS|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===G4===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 2x [[Turrets#Base LAMS|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===A4===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 2x [[Turrets#Base LAMS|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===B6===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Calliope|Calliope]], 2x [[Turrets#Base LAMS|LAMS]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===D2===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===D4===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===D5===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===E5===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
===E7===&lt;br /&gt;
'''Type:''' neutral outpost&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
&lt;br /&gt;
A Union dropship is present on this map near the middle, much like in Marshes. Many of Bogs' capture zones are clustered around this area.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[TC_Marshes]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Altay&amp;diff=4514</id>
		<title>TC Altay</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Altay&amp;diff=4514"/>
				<updated>2018-07-22T14:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Out of date}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Map|&lt;br /&gt;
| Image = File:TC_Altay.jpg&lt;br /&gt;
| Name = TC_Altay&lt;br /&gt;
| Environment = Coastal&lt;br /&gt;
| Temperature = +15&lt;br /&gt;
| Planet = Strana Mechty&lt;br /&gt;
| Coords = 31.00, 1766.00&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = ?&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero =&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_Altay_Minimap.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;A survey mission discovered the world that would become the capital of the Clans in 2792. Aleksandr Kerensky's wife Katyusha named it Strana Mechty, Land of Dreams. Slightly colder than Terra, Strana Mechty was nonetheless ideally suited to colonization.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
placeholder for altay&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Maps&amp;diff=4513</id>
		<title>Template:Navbox Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Maps&amp;diff=4513"/>
				<updated>2018-07-22T14:31:45Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt; {{Navbox&lt;br /&gt;
| name = Navbox Guides&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| state = uncollapsed&lt;br /&gt;
| title = [[Maps]]&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Terrain Control]]&lt;br /&gt;
| list1 =  [[TC_Altay|Altay]] • [[TC_Bogs|Bogs]] • [[TC_DeathValley|Death Valley]] • [[TC_Dune|Dune]] • [[TC_DustBowl|DustBowl]] • [[TC_Enkeladus|Enkeladus]] • [[TC_Forsaken|Forsaken]] • [[TC_Frostbite|Frostbite]] • [[TC_Harvest|Harvest]] • [[TC_Inferno|Inferno]] • [[TC_IvoryTower|Ivory Tower]] • [[TC_Kagoshima|Kagoshima]] • [[TC_Marshes|Marshes]] •  [[TC_Mirage|Mirage]] • [[TC_Oasis|Oasis]] • [[TC_Sandblasted|Sandblasted]] • [[TC_Taiga|Taiga]] • [[TC_ThunderRift|Thunder Rift]] • [[TC_ValleyForge|Valley Forge]] • [[TC_Wildlands|Wildlands]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Team Solaris Arena]]&lt;br /&gt;
| list2 = [[TSA_Clearcut|Clearcut]] • [[TSA_Extremity|Extremity]] • [[TSA_Frostbite|Frostbite]] • [[TSA_Marshes|Marshes]] •  [[TSA_Mirage|Mirage]] • [[TSA_Palisades|Palisades]] • [[TSA_Sandblasted|Sandblasted]] • [[TSA_ThunderRift|Thunder Rift]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Solaris Arena]]&lt;br /&gt;
| list3 = [[SA_Glory|Glory]] • [[SA_HelsGate|HelsGate]] • [[SA_Jungle|Jungle]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=TC_Inferno&amp;diff=4512</id>
		<title>TC Inferno</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=TC_Inferno&amp;diff=4512"/>
				<updated>2018-07-22T14:30:29Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Map|&lt;br /&gt;
| Image = File:SA_Inferno.jpg&lt;br /&gt;
| Name = TC_Inferno&lt;br /&gt;
| Environment = Volcanic &lt;br /&gt;
| Temperature = +225&lt;br /&gt;
| Planet = Satalice&lt;br /&gt;
| Coords = 6.00, 263.15&lt;br /&gt;
| Size = 4096 x 4096&lt;br /&gt;
| Game Modes = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Team Solaris Arena]]&lt;br /&gt;
&amp;lt;li&amp;gt;[[Terrain Control]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Available = 0.6.0&lt;br /&gt;
| Mech = 1&lt;br /&gt;
| Tank = 1&lt;br /&gt;
| VTOL = 1&lt;br /&gt;
| Aero = 1&lt;br /&gt;
| Base Defenses = 1&lt;br /&gt;
| BaseIS = 1&lt;br /&gt;
| BaseCL = 1&lt;br /&gt;
| BaseNtl = 5&lt;br /&gt;
| Map  = File:TC_Inferno_minimap.jpg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|&amp;quot;When Clan Wolf clusters invaded Satalice, Oeverste MacGalliard used guerrilla tactics in an attempt to disorganize the clanners. This strategy was thwarted by Clan aerospace supremacy, reducing mobility and leaving no place to hide. Recent volcanic activity has turned the terrain into a unique and unforgiving battlefield.&amp;quot;|Map introduction}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
If you like it hot, this is the map for you. Inferno features the highest [[heat]] floor of any map in the game at a staggering 225 degrees. Assets with loadouts that cause sharp heat spikes are often unusable, and even some cooler-running assets will struggle with the reduced heat capacity available. A very important thing to note is that while the heat floor is very high, heat dissipation is '''not''' impacted signficantly. Your heat sinks will work largely as they would on most other maps. Flamers are very popular on Inferno and can be quite effective when deployed in a large brawl.&lt;br /&gt;
&lt;br /&gt;
The map features numerous lava pools and flows, which will rapidly overheat your asset and kill you should you fall into them. Use the map and zoom in if you are still learning the map's layout as it can save you from a frustrating death in this manner.&lt;br /&gt;
&lt;br /&gt;
Inferno is a very center-based map, due to the 3.0x capture zone at the central caldera. This capture zone is effectively shaped like a large donut, meaning that the entire caldera must be clear of opposing players in order to flip the zone. The size of the capture zone allows for stalling/blocking tactics not commonly found on other maps, especially with [[Battle Armor]]. Brawls are frequent, though sniping from the high ground using [[Gauss Rifle]]s is an effective tactic too.&lt;br /&gt;
&lt;br /&gt;
The side bases on Inferno, which only allow buying &amp;amp; repairing up to 65t 'Mechs plus the [[Warhammer]] and [[Nova Cat]], have been known to break when a 'Mech goes critical inside the bay, which can vastly alter the game flow of a typical Inferno game. As a result, Inferno is not often included in [[Terrain Control]] map rotations. Repair bays can be found at C5 and F4, however your team will have to supply an [[APC]] to enable reloading ammo at these locations.&lt;br /&gt;
&lt;br /&gt;
==Bases==&lt;br /&gt;
===A4/B4===&lt;br /&gt;
'''Type:''' [[Clan]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 4x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===G4/H4===&lt;br /&gt;
'''Type:''' [[IS]] home base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#LAMS Turret|LAMS]], 4x [[Turrets#Calliope|Calliope]], 1x [[Turrets#Eagle Eye|Eagle Eye]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' No&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' all [[Mechs]], all [[Vehicles]], all [[ASF]], all [[VTOL]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]], [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===C5===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
===D2===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===E4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' none&lt;br /&gt;
&lt;br /&gt;
'''This point is worth 3.0x the normal amount of tickets.'''&lt;br /&gt;
&lt;br /&gt;
===E7===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' 2x [[Turrets#Sentinel|Sentinel]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' up to 65t [[Mech]]s including the [[Warhammer]] and [[Nova Cat]], all [[Vehicles]] except the [[Demolisher]] and [[Morrigu]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]] (for buildable assets only), [[Rearm]]&lt;br /&gt;
&lt;br /&gt;
===F4===&lt;br /&gt;
'''Type:''' neutral base&amp;lt;br&amp;gt;&lt;br /&gt;
'''Defenses:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Captureable:''' Yes&amp;lt;br&amp;gt;&lt;br /&gt;
'''Can build:''' none&amp;lt;br&amp;gt;&lt;br /&gt;
'''Services:''' [[Repair]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Maps}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	<entry>
		<id>https://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Maps&amp;diff=4511</id>
		<title>Template:Navbox Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.mechlivinglegends.net/index.php?title=Template:Navbox_Maps&amp;diff=4511"/>
				<updated>2018-07-22T14:30:09Z</updated>
		
		<summary type="html">&lt;p&gt;Unbroken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt; {{Navbox&lt;br /&gt;
| name = Navbox Guides&lt;br /&gt;
| bodyclass = hlist&lt;br /&gt;
| state = uncollapsed&lt;br /&gt;
| title = [[Maps]]&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Terrain Control]]&lt;br /&gt;
| list1 =  [[TC_Altay|Altay]] • [[TC_Bogs|Bogs]] • [[TC_DeathValley|Death Valley]] • [[TC_Dune|Dune]] • [[TC_DustBowl|DustBowl]] • [[TC_Enkeladus|Enkeladus]] • [[TC_Forsaken|Forsaken]] • [[TC_Frostbite|Frostbite]] • [[TC_Harvest|Harvest]] • [[TC_Inferno|Inferno]] • [[TC_IvoryTower|Ivory Tower]] • [[TC_Kagoshima|Kagoshima]] • [[TC_Marshes|Marshes]] •  [[TC_Mirage|Mirage]] • [[TC_Oasis|Oasis]] • [[TC_Sandblasted|Sandblasted]] • [[TC_Taiga|Taiga]] • [[TC_ThunderRift|Thunder Rift]] • [[TC_ValleyForge|Valley Forge]]&lt;br /&gt;
&lt;br /&gt;
| group2 = [[Team Solaris Arena]]&lt;br /&gt;
| list2 = [[TSA_Clearcut|Clearcut]] • [[TSA_Extremity|Extremity]] • [[TSA_Frostbite|Frostbite]] • [[TSA_Marshes|Marshes]] •  [[TSA_Mirage|Mirage]] • [[TSA_Palisades|Palisades]] • [[TSA_Sandblasted|Sandblasted]] • [[TSA_ThunderRift|Thunder Rift]]&lt;br /&gt;
&lt;br /&gt;
| group3 = [[Solaris Arena]]&lt;br /&gt;
| list3 = [[SA_Glory|Glory]] • [[SA_HelsGate|HelsGate]] • [[SA_Jungle|Jungle]]&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unbroken</name></author>	</entry>

	</feed>