—Niccolo Machiavelli, 1469-1527
MechAssault 2 ships with no less than ten multiplayer game types. Unlike the original MechAssault's multiplayer, each brawl now begins with the players outside the cockpit, scrambling to find a 'Mech, suit of BattleArmor or other vehicle. Respawning pilots will also need to find a new ride.
The really great thing about getting out of the cockpit is the new strategy it brings to the game. For example:
- If your ride starts to lose its smoke, you can bail out and climb into another 'Mech.
- Climb into a powerful turret and defend your base.
- Hop into the VTOL and carry salvage items to your teammates.
Multiplayer Scoring
The scoring system has been updated to reflect the fact that it is a lot harder to kill an Atlas than a MechWarrior running away on foot. Kills grant a number of points from 1 to 10, depending on how tough the target is.
In addition to points gained from kills and successful NeuroHacks, team games grant bonus points to the winning players. VTOL pilots are also rewarded for supporting their teammates: they get a point for every kill made with a weapon powerup they deliver to an ally. Remember: sharing is caring!
Team Chat
If you use the Xbox Live Communicator Headset, you can communicate privately with your team. Simply press the black button on your controller to restrict your broadcast to your teammates. Otherwise, everyone in the game can hear you speak.
Multiplayer Game Types
Grinder
Fight alone or with a friend against impossible odds and see how long you can hold out. Victory condition: none. Death is assured... eventually!
Note that the Grinder game type is only available for local Xbox games.
Maps: In Your Face, Mountain High, New River City, Troubled Waters, Witch's Cauldron
Destruction (Des)
The goal of Destruction is simple—kill or be killed—but it takes a smart pilot to excel at this fundamental game type. The player with the highest score at the end of the time limit wins the round.
Maps: Going Commando, In Your Face, New River City, On the Rocks, Over the Falls, Proving Ground, Troubled Waters, Under Cover
Team Destruction (Tdes)
As in Destruction, score is key, but this time you have a team to back you up. The team with the highest score at the end of the time limit wins the round.
Maps: Bogged Down, Deliverance, Going Commando, Ill Wind, In Your Face, Killing Fields, Mountain High, New River City, No Man's Land, On the Rocks, Over the Falls, Proving Ground, Rush Hour, Under Cover, Witch's Cauldron
Last Man Standing (LMS)
This time, you are going for survival, not a score, and if you get slagged you do not respawn. The last player in the game is the winner.
Maps: In Your Face, New River City, Over the Falls, Proving Ground, Under Cover
Team Last Man Standing (TLMS)
Like non-team LMS, if you are killed you do not respawn. The team with the last player alive is the winner. If time runs out first, the team with the most players left wins. (Note that if victory is won by timeout, the winning team's members do not get any bonus points.)
Maps: In Your Face, New River City, Over the Falls, Proving Ground, Rush Hour, Under Cover, Witch's Cauldron
Not It! (NI)
A random player is designated as "It." Only "It" can score. If you kill "It" you become "It." Got it? The player with the most points at the end of the time limit wins the round.
Maps: Going Commando, Killing Fields, New River City, On the Rocks, Proving Ground, Rush Hour, Under Cover
Capture the Flag (CTF)
A multiplayer classic—grab the flag from the enemy base and return it to your own base, while preventing them from doing the same to you. The team with the most captures at the end of the time limit wins.
Maps: Bogged Down, Deliverance, Going Commando, Ill Wind, New River City, On the Rocks, Witch's Cauldron
Check It! (Chk)
Each map has five control points. The first team to control all five wins the round. If neither team can take over all five at once, the team that owns the most control points when time is up wins.
Maps: Deliverance, Ill Wind, Killing Fields, Mountain High, No Man's Land, Witch's Cauldron
Snatch It! (Snch)
An odd number of Data Cores are placed on the map. Each team tries to pick them up and return them to their base. Be careful though—the enemy can raid your base and steal Data Cores that you already claimed! The first team to snatch all the Data Cores wins. If no team can get all of them, the team which controls the most when time is up wins the round.
Maps: Bogged Down, Ill Wind, Killing Fields, Mountain High, No Man's Land, On the Rocks, Rush Hour
Base War (Base)
In a Base War, two teams try to destroy the generator in their enemy's base before the time limit expires. If time runs out, the team who has done more damage to the enemy's generator wins the round.
Maps: Bogged Down, Deliverance, Mountain High, No Man's Land, Rush Hour
Controls
