Metal Assault Newbie Guide



Metal Assault Newbie Guide by Rakusen

Table of Contents
I: General Abilities
II: Characters
III: Controls
IV: Weapons and Armor
V: Modes
VI: General Tips
VII: Rule Breakers
VIII: Credits

General Abilities

Active:

Dash: Run very fast. While running, SP is consumed and recoil increases by a certain percentage.
Level 1:
Level 2:

Level 3:
MP Cost: 11
Cooldown Time: 18s
Recoil Increases by 130%

Detect Mines: Detect enemy mines in close proximity.
Level 1:
MP Cost: 18
Cooldown Time: 8s

Level 2:
MP Cost: 15
Cooldown Time: 19s

Mine Sweep: Disarm enemy mines in close proximity.
Level 1:
MP Cost 18
Preparation Time: 3s
Cooldown Time: 8s

Level 2:
MP Cost: 16
Preparation Time: 2.5s
Cooldown Time: 6s

Recovery: Heal yourself and allies.
Level 1:
MP Cost:
Cooldown Time:
Amount Healed(Self):

Level 2:
MP Cost: 28
Cooldown Time: 6s
Amount Healed(Self): 550 HP

Repair: Repair neutral and allied boarding gates
Level 1:
MP Cost: 42
Preparation Time: 15s
Cooldown Time: 5s
Amount Repaired: 15000 HP

Level 2:
MP Cost: 38
Preparation Time: 12s
Cooldown Time: 4s
Amount Repaired: 20000 HP

Passive:

Climb/Shoot: Use weapons on ladders
Level 1:
Handguns and Rifles

Level 2:
Sniper Rifles and Shotguns

Level 3:
Rocket Launchers

Endurance: Increase SP regeneration rate
Level 1:
Regeneration Rate: 6 SP/s

Level 2:
Regeneration Rate: 7 SP/s

Meditation: MP recovers slowly
(No information available)

Capture: Capture a camp quickly. Press Z to activate.
Level 1:
Preparation Time: 11s

Level 2:
Preparation Time: 9.5s

SSP:

Bombard Lvl 1:
Unleashes bombs from above onto the enemy.

Concentrated Fire Lvl 2:
Unleashes even more bombs from above onto the enemy.

Carpet Bombing Lvl 3:
Unleashes the most bombs to cover a wide area to destroy the enemy with utter hate to make them despair.

Characters

Carl:

HP: 14.2/18
MP: 14.2/18
SP: 14.2/18
Speed: 14/18

Carl is the general all rounder that’s good for most jobs. Think of him as a jack of all trades, he’s okay at all stuff but the other characters outshine him in their specialized jobs.

Character Bio:
The only surviving grandchild of Professor Russell, Carl has lived in HERZ for the majority of his life. His grandfather took him in and gave him a home after a devastating DEDT attack took the lives of both his mother and father.

As a young adult, Carl trained to become a soldier to defend against such attacks. A talented recruit, he mastered the R.O.C. training regiment in record time. However, during this period, Professor Russell mysteriously disappeared. Wracked with guilt at having not been around to protect his grandfather, Carl joined the elite R.O.C. team in an effort to save him.

Skills:

SSP: Speed Star: Speed and evasion increases with each level.

Active:

Running Jump: Jump quick and far, avoiding enemy bullets.
Level 1:
MP Cost: 13
Cooldown Time: 5s

Level 2:
MP Cost: 11
Cooldown Time: 3.5s

Level 3:
MP Cost: 9
Cooldown Time: 2s

Endurance: Unlimited SP for a specified amount of time.
Level 1:
MP Cost: 15
Duration: 10s
Cooldown Time: 12s

Level 2:
MP Cost: 13
Duration: 15s
Cooldown Time: 10s

Passive:

Throwing: Range and speed of thrown weapons increases.
Level 1:
Range: 30%
Speed: 20%

Demo Instinct: Reduces the cooldown on mines, grenades, and grenade launchers.
Level 1:
Reduces cooldown by 2 seconds.

Break Fall: Use Safe Fall to reduce fall damage.

Burton:

HP: 18/18
MP: 11/18
SP: 11/18
Speed: 11/18

Burton is the veritable tank. He’s good for being a front liner due to him having a charge that stuns enemies so other characters can help blast them full of holes.

Character Bio:

Several years ago, Burton’s parents were killed in a DEDT attack that targeted the founder of HERZ: Burton’s father. The attack was brutal, but Burton’s sister was declared missing. Her body was not recovered from the scene of devastation. Burton joined the military shortly afterwards, hoping to avenge his family and find his younger sister.

Years have passed, but Burton continues his search. War weighs heavily on him, but he finds solace in being the big brother of the entire team. He watches over everyone with care and bravely takes the brunt of every attack.

Skills:

SSP: The Rock: Defense increases immensely with each level. (Enough to tank rockets)

Active:

Spear: Dash forward and stun enemies. (While dashing forward, defense increases a little.)
Level 1:
MP Cost: 18
Cooldown Time: 4s

Level 2:
MP Cost: 16
Cooldown Time: 2.8s

Level 3:
MP Cost: 14
Cooldown Time: 1.5s

Repair: Repair neutral and allied boarding gates
Level 3:
MP Cost: 34
Preparation Time: 9s
Cooldown Time: 3s
Amount Repaired: 25000 HP

Level 4:
MP Cost: 30
Preparation Time: 6s
Cooldown Time: 2s
Amount Repaired: 30000 HP

Passive:

Heavy Weapon Mobility: Movement speed reduction due to heavy weaponry is decreased.
Level 1:
Decreased by 50%

Level 2:
Decreased by 70%

Level 3:
Decreased by 90%

Throwing: Range and speed of thrown weapons increases.
Level 1:
Range: 30%
Speed: 20%

Level 2:
Range: 45%
Speed: 30%

Level 3:
Range: 60%
Speed: 40%

Rocket Upgrade: The blast radius of rocket launcher missiles increases.

Marie:

HP: 10.8/18
MP: 18/18
SP: 18/18
Speed: 18/18

Marie is the healer and long ranged support. Most of her skills center around her having a larger range for sniping, regeneration, or getting away from others. She also has the only Level 4 Recovery skill.

Character Bio:

Her R.O.C. squad nicknamed her “Lil’ Miss Headshot” because there is no better sniper in the military. Her father, General Hugh, suspects Carl of being somehow involved in Professor Russell’s sudden disappearance and has sent Marie into the elite unit to watch and report on him.

While Marie obeys orders and dutifully reports Carl’s activities and movements, their work together has built trust between them. She has determined that she will support Carl, despite her father’s misgivings.

Skills:

SSP: Shooting Star: Rate of Fire increases with each level.

Active:

Hawk Eyes: Increases sight range
Level 1:
MP Cost: 32
Duration: 6s
Cooldown Time: 4s

Level 2:
MP Cost: 27
Duration: 7.5s
Cooldown Time: 4s

Level 3:
MP Cost: 22
Duration: 9s
Cooldown Time: 4s

Sharpshooting: Increases accuracy and lets you intercept grenades with bullets
Level 1:
MP Cost: 22
Duration: 12s
Cooldown Time: 17s

Level 2:
MP Cost: 19
Duration: 16s
Cooldown Time: 16s

Level 3:
MP Cost: 16
Duration: 20s
Cooldown Time: 15s

Doubleroll: Roll twice to protect yourself. Distance rolled increases by level.
Level 1:
MP Cost: 15
Cooldown Time: 5s

Level 2:
MP Cost: 13
Cooldown Time: 3.5s

Level 3:
MP Cost: 11
Cooldown Time: 2s

Recovery: Heal yourself and allies.
Level 3:
MP Cost: 26
Cooldown Time: 7s
Amount Healed(Self): 600 HP
Amount Healed(Allies): 250 HP

Level 4:
MP Cost: 24
Cooldown Time: 8s
Amount Healed(Self): 700 HP
Amount Healed(Allies): 300 HP

Passive:

Sniping Skill: Decreases SP cost when sniping
Level 1:
Decreases SP cost by 1

Level 2:
Decreases SP cost by 2

Level 3:
Decreases SP cost by 3

Ai:

HP: 13.6/18
MP: 14.2/18
SP: 16.2/18
Speed: 16/18

Ai is the recon and demolition specialist. She has stealth abilities and has a skill to throw out three grenades at once to confuse people since there are two fake grenades.

Character Bio:
Ai’s childhood was a struggle against her perfect sister, Maii, to gain their parents’ attention. Unlike Ai, Maii excelled at everything she tried, from gymnastics to ballet to sharpshooting. Maii later became a war hero in the R.O.C. Ai’s love and jealousy grew until an incurable illness struck Maii down behind enemy lines.

Hoping to both surpass her sister’s memory and alleviate her own guilt, Ai became determined to join the R.O.C. herself. She strives to both follow in Maii’s footsteps and outperform her at every opportunity. Quick and nimble, Ai complements the team well as a forward scout.

Skills:

SSP: Hide: Hide from enemies. Duration and evasion rate increased with each level.

Active:

Dud Grenade:
Activate to add dud grenades to next throw. Adds 1 per level. Can be used when out of grenades (no real grenades will be thrown). Each grenade has a slightly different trajectory.

Level 1:
MP Cost: 20
Cooldown Time: 5s
Adds on fake grenade to a toss.

Level 2:
MP Cost: 17
Cooldown Time: 3s
Adds on two fake grenades to a toss.

Level 3:
MP Cost: 14
Cooldown Time:

Backstep:
Move backwards rapidly. Counts as rolling.

Level 1:
MP Cost: 15
Cooldown Time: 5s

Level 2:
MP Cost: 13
Cooldown Time: 3.5s

Level 3:
MP Cost: 11
Cooldown Time: 2s

Detect Mines: Detect enemy mines in close proximity.

Level 3:
MP Cost: 12
Duration: 25s
Cooldown Time: 18s

Level 4:
MP Cost: 9
Duration: 25s
Cooldown Time: 17s

Mine Sweep: Disarm enemy mines in close proximity.
Level 3:
MP Cost: 14
Preparation Time: 2s
Cooldown Time: 5s

Level 4:
MP Cost: 12
Preparation Time: 1.5s
Cooldown Time: 4s

Passive:

Demo Instinct: Reduces the cooldown on mines, grenades, and grenade launchers.
Level 1:
Reduces cooldown by 2 seconds.

Level 2:
Reduces cooldown by 3 seconds.

Level 3:
Reduces cooldown by 4 seconds.

Survival: Regenerate health over time. Regeneration rate increases by level

Controls

Movement: A, S, D, W
Firing a weapon: Left Click
Entering Scope or Shooting/Throwing Grenade: Right Click
Crouch/Sit: Shift
Lay down: S
Jump: Space
Going Up Ladders/Ramps: A+W or D+W
Going Down Ladders/Ramps: A+S or D+S
Sliding Down Ladders: S+Space
Inventory: I
Company: O
Quests: T
Friend’s List: Y
License: L
Skills: K
Map: M
Suicide(For Co-op): Delete

Weapons and Armor

Another overview of weapons by Kyo003

Weapons, Stats, & You by inevibility

Rifles:

All purpose and usually the mission weapon, some come with grenade launchers. Rifles are good for ambushing people when they’re trying to capture a spot or run away since rifles have the second highest mobility in game. Rifles are also used in Co-op since they are good for killing weak zombies. At later rounds though, rifles are often switched out for the more powerful rocket launcher of sniper rifle.

[Insert pending link to a thread containing all known rifles that is to be made]

Sniper Rifles:

Long ranged weapons that can take down any character as long as you get a headshot. Sniper Rifles are good for people that excel in long ranged attacking. They have the second slowest reload time so if you miss a shot, you’re left wide open. Sniper Rifles are also mainly used in Co-op since they mostly does one hit kills on most maps when you land a headshot.

[Insert pending link to a thread containing all known sniper rifles that is to be made]

Rocket Launchers:

All-range weapons that can take down most artillery and any character when you hit. Rocket Launchers are good for people that hide behind obstacles or ambushing people as they’re trying to capture a respawn checkpoint. They have the slowest reload time so if you miss a shot, you’re left wide open. Rocket Launchers are also mainly used in Co-op since it mostly does one hit kills on most maps.

[Insert pending link to a thread containing all known rocket launchers that is to be made]

Shotguns:

Close ranged weapons that can take down most characters with one shot. Shotguns are good for most situations except for Co-op mode because it doesn’t kill as many zombies as a sniper rifle or rocket launcher. They have the middle range in reload time.

[Insert pending link to a thread containing all known shotguns that is to be made]

Handguns:

Most unused weapon due to low damage and range. Handguns are used to switch out weapons quickly as they can be switched to even while reloading a weapon with a long reload time such as the rocker launcher.

[Insert pending link to a thread containing all known handguns that is to be made]

Grenades:

Grenades are used for flushing out people or getting long ranged explosions without the long reload time. There are two types, Hand Grenades and Grenade Rounds. Hand Grenades are thrown when right clicking when wielding a rifle, shotgun, rocket launcher, or handgun. Grenade Rounds are shot from certain rifles that can be found or bought from the shop.

Subsection: Artillery

Guardian-175 aka Mortar:

Long ranged weapon that can OHKO almost anything. Long reload time and is eliminated with one rocket or grenade. Angle adjustable by right clicking when inside. The camera locks onto the shell until impact, so you wont know what’s happening around you even though you can still move around and shoot things once you’re out of the mortar.

HMK-29 aka Tank:

Exactly what the name is. Has three weapons which are bullets, missiles, and a heat seeking missile. The missiles are angle adjustable by right clicking when inside, but the heat seeker can only use high angles. Bullets cause you to remain stationary. Can crush enemies and is destroyed by about 4 rockets or grenades.

Tomahawk-743 aka Helicopter:

Has two weapons, missiles and bullets. To shoot from this the nose of the aircraft needs to be pointing down. Missiles cause the helicopter to remain stationary and are angle adjustable (I think o-o). Destroyed by one rocket. Pressing 0 will cause it to shift into hover mode where the weapon angles are adjustable, but has slower movement.

Tomahawk-743 Guide

D-TX23 aka Mecha:

Can jump and jump high. Press W+Space to use the super jump. Shoots bullets and angle is changed by mouse position, although shooting angles is limited to slightly above and below the horizontal.

Armor

Armor is used for protection against most things in game and some sets even give bonuses.
Set Bonuses

Here is a list of all things armor adds on:

Helmet: Defense, Anti-Explosive
Goggles: SP
Gloves: MP
Combat Outfit: Defense
Battle Shoes: Speed
Flak Jackets: Defense, Speed
Backpack: Item Slots
Ammo Pouch: One more ammo pack of specified categories of weapons

Modes

There are three modes: PvP, Co-op, and Mission.

PvP mode is when you battle against other players. There are subcategories such as company battle, death match, team battle, and item battle. You can gain experience points, coins, and license points in this mode. There are two sections, beginner and normal. You lose access to the beginner section once you become a Sgt.

Co-op mode is when you team up with other players to defeat waves of enemies. There are different maps with different time limits and difficulties. You can gain experience points, coins, and license points in this mode. There is also a raffle at the end for 1-3 zombie boxes, depending on the amount of players, which will net you a random item if you complete the Co-op.

For general Co-op strategies, look here.
For information on the upgrades in Co-ops, look here.

Mission mode is the storyline. It usually has quests that correspond with the missions you do in order. You can play with other players and see how you match up with other high scores. If you get any supply cards, you’re sent to a page containing 56 boxes with random items. If you do not pick any boxes, the game automatically does it for you. You can gain experience points, quest items, upgrades, and equipment in this mode.

Quest-Mission Correlation:

Western Forest Quests:

Quest: Venny’s Radio
Mission: Mock Battle
Hint: Search the sandbag

Quest: Search the Forest
Mission: Battlefield Training

Quest: Search the Forest 2
Mission: Jump Tutorial

Quest: Search the Memory Forest 3
Mission: Stomping the Signal

Quest: The Mission Agent
Mission: Extraction

Quest: Sinkhole Search
Mission: Vertical Descent

Quest: Howard’s Plan 1
Mission: Beauty of the Angle

Quest: Secure the Vehicle
Mission: Secure the Vehicle

Quest: The HMK-29
Mission: HMK-19 Launch

Quest: First Crisis!
Mission: Enemy Attack

Quest: Howard’s Plan 2
Mission: Rush

Northern Forest of Return Quests:

Quest: Howard’s Plan 3
Mission: A Second Sinkhole

Quest: Faster Mission
Mission: Drawbridge Recovery

Quest: Trap
Mission: Retreat

Quest: Search
Mission: Search

Quest: Trouble
Mission: Mud Fight

Quest: (didn’t write down the name)
Mission: MAU Mastodon

Quest: Howard’s Plan 4
Mission: Endless Battle

Hezaan Mysterious Island:

Quest: Speed
Mission: Search the Port
Hint: Complete in 1 minute

Quest: Evasion
Mission: Escape the Docks 2
Hint: Clear on Elite

Quest: Battleship Chase
Mission: The Truth Disclosed
Hint: Clear on Elite

Quest: RoC and a Hard Place
Mission: Kill 70 Navy Seals
Hint: They’re the white garbed gunners

Quest: Down With Franz!
Mission: Kill Franz 5 times
Hint: Kill him on Master

Hezaan Deserted Island:

Quest: The Truth of DEDT
Mission: A Secret Meeting
Hint: Clear on Elite

Quest: Burton’s Past
Mission: Pursuit
Hint: Clear on Elite

Quest: Terror Brothers 3
Mission: Kill Stone
Hint: He’s near the end of Pursuit on Elite

Quest: Battle with Chris
Mission: Fight Chris
Hint: Clear on Elite

General Tips

Fatigue System

The fatigue system limits how many missions and co-ops you can do per day. It resets daily at 3:00 am PDT and is initially at 100/100.

Missions take off 1 fatigue per difficulty level, so rookie takes off 1, vet takes off 2, and so on.

General

Weapon license is like your level for your weapons. The higher your license the more weapons you can choose from. To access this press L. You can gain license from doing PvP.

Your rank is your characters level in this game. It is raised through experience points which can be gained through any of the modes available (missions,co-op,PvP). Your rank also determines the type of armor/clothing you can wear. The higher your rank, the more selection of armor you have to choose from.

Press [Backspace] to vote kick someone when in a PvP/Co-op

To cycle through the various chats press tab.

Right click to use the second function of a weapon. (Like sniper rifle)

Too find out specifically what map/mission your quest requires click on the more info button when viewing a quest, it will tell you the location and/or the mission title.

Hit return to type a chat message. Choose the channel from the drop-down next to the message box. The chat log will fade away on its own. Not very player friendly.

There is very little help for all of the UI dialogs or on how to do many of the things a town quest requires.

Many town quests require you to go to a mission place that is not in the list of available targets. They are actually a sub-area within one target. Ask on chat if you can not find one.

You can split item stacks by Ctrl+Left Click.

Missions

Blue supply cards can be picked up from defeated enemies or boxes. If you complete the mission you then are able to choose random supply boxes that give you random items.

Doing a mission over that doesn’t say “New” will net you zero coins, although you will still get EXP.

The ribbons that are dropped whenever you kill an enemy NPC increases the overall EXP you gain at the end of the mission.

Some doors/Barricades require you to destroy a box or run over a floor button. They look just like the floor alarms.

Press W to enter entrances facing you.

Honor points can be used to buy special items from the Honor Store. You gain honor after so many minutes of playing, getting critical shots and selling items.

To shoot from a ladder you must be trained in that skill.

Many jump obstacles (like barricades) can be destroyed with firepower.

Co-Op

The more damage/zombies you kill the more points you gain at the end of the round.

If you successfully complete a co-op there is a lottery type reward at the end, the three people who get the highest numbers will be rewarded a prize.

The more players in a Co-op room, the more exp you get.

PvP

When a player respawns he/she is invincible for a little while.

More players capturing a point, means less time capturing that point.

There are “missions” in PvP mode, the objective is listed at the top of the screen, if you complete the mission you will gain a 10% bonus for experience points.

After reaching over 1000 kills or Staff Sergeant, you are forced to play free PvP only.

If you are at the top of the charts and have a good Kill to Death ratio you may gain the Ace bonus which gives a bigger bonus than completing the mission.

When your fill your characters picture completely green/blue/red, you’ll get the option to bomb, or use a special skill.

Rule Breakers

As we all know about those pesky hackers that invade our game, we all wanna get rid of em. Here are some easy steps to help the AGE team get rid of those silly silly silly people.

1: Download a recording program such as Fraps
2: Run it
3: When you see a hacker, trigger Fraps to record the hacker going about hacking
4: Upload the recorded video to YouTube or some other video hosting website
5: Send in a RT from the Contact Us – Game Support form
6: Choose Report Behavior in the Subcategory
7: Choose Metal Assault EN in the Games category
8: Fill out information including the hackers name and the actions of the hacker
9: Give a link to the video you uploaded to the video hosting website
10: Wait
11: ????
12: Profit when the AGE team gives you a response

-Unshamefully stolen from [GM]Cara’s Ticket Explanation thread-

——————————————-STATUS EXPLANATIONS——————————————-

STATUS: UNOPENED

A ticket status marked UNOPENED means that the ticket is waiting in line with other tickets. It has not yet been seen by a Game Master and nothing has yet been done to it. As soon as anything has been done to the ticket from either party (player or GM), the status will change to OPENED.

STATUS: OPENED

A ticket status marked OPENED means that some action has taken place with the actual ticket. This does not means that something has been done about your ISSUE. Essentially an OPENED status means that your ticket is in a specific Game Master’s “in-box” and will be handled by the Game Master.

STATUS: HOLD-AEIRA

A ticket status marked HOLD-AERIA means that a Game Master has reviewed your issue and determined that more research is needed and they cannot immediately resolve your issue.

STATUS: HOLD-CUSTOMER

A ticket status marked HOLD-CUSTOMER refers to the TICKET itself, not the issue within the ticket. Hold-Customer means that the GM team has responded from our end and “the ball” is now in your court. If the problem you had has been fully completed then no further action on your part is required. If you still need help or the Game Master requested more information then the ticket will stay Hold-Customer until you reply. Once you reply, the ticket status will change back to OPENED and be placed back into the GM’s “in-box”. Hold-Customer status DOES NOT mean that issue has been fixed, it is simply the term used in our internal tracking system.

STATUS: SPAM

Very very very few tickets receive a Spam status. Spam usually means that the GM team has taken every possible action to help the player but the player refuses to cooperate or our system has marked it has spam

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