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MechWarrior 4 Vengeance Cheats

MechWarrior 4 - Vengeance

Cheat Codes:
Submitted by: Brian

Hold [Ctrl] + [Alt] + [Shift] and type one of the following codes to 
activate the corresponding cheat function.

Result                         Code
Toggle invincibility         - superfunkicalifragisexy
Toggle unlimited ammo        - iseenfireandiseenrain
Toggle heat tracking         - ooohhhlllaaalllaaa
Nuke current target          - itsdabooomb
Destroy current target       - redjackandtikruls
Jump jets                    - inmybeautifulballoon
Unlimited jump jet juice     - crazysexycool
End mission successfully     - likethecomstarbaby
Free-eye mode                - beholdmyglory
Enable time compression code - ontimeeverytime
Time expansion activated     - antijolt
Display bounding spheres     - bubbleboy
Enable auto-grouping         - flashyflashy
Enable leading recticle      - walkthisway
Display Credits              - wediditagain

Cheat mode:
Submitted by: rickHH

Press and hold CONTROL-ALT-SHIFT.

Code  Result
IY  - Invunerability
UO  - Unlimited Ammo
IB  - Destroy Enemy Mech
ML  - Finish mission with success 

Submitted by: Brian Giusto

NOTE: The above cheat (submitted by: rickHH) 
ONLY works with the DEMO version of the game!!!

Easy Instant Action win:
Build a Mech with double Thunderbolts. In battle, run up to your enemy and fire them
at his cockpit. This usually works in one or two hits.

Inner Sphere or Clan?:
When it comes to selecting your ideal mech, keep this one thing in mind: Clan is better
than Inner Sphere. Ton for ton, component for component, any Clan item outclasses its 
Inner Sphere equivalent. In the course of the single player game, you start in a Clan 
mech, and if you play your cards right, you'll have enough Clan mechs and parts to 
last you throughout the entire game. 

Building your mechs:
Here are a couple quick tips that will increase the survivability 
and durability of any mech you choose: 

1. Forget jump jets.Unless you're an expert, using jump jets has always 
   been a nightmare in any MechWarrior game. Light mechs move too fast 
   and stay in the air too long, and heavy mechs just can't stay up very 
   long. If you get rid of them, you free up a good chunk of tonnage. 

2. If you have to have any Chassis components, go with the AMS or LAMS
   systems. These help foil missile hits, and when fighting heavier mechs,
   this is invaluable. The Beagle probe only helps missile-heavy mechs, so
   only use it for Catapults and the like. 

3. Keep your heat efficiency in the green zone, but just barely. In general,
   if you know how to manage alpha strike fire versus single fire, you can 
   lose more heat than you make, ensuring a nearly constant fire rate. Too 
   many heat sinks waste space. 

4. Armor only as much as necessary. If your particular weapons loadout can 
   be stuffed into just the torsos or the arms, you don't need armor in the
   empty areas. They don't particularly affect your vital areas, and you 
   won't lose any weapons, plus you free up space for more ammmo or heat 

5. Learn to love the PPCs, Flamers, and LBXAC20s. Although a good variety
   of weapons is necessary for any mech, these three weapons are particularly
   versatile. The PPC f ries electronics and does amazing damage. It's a 
   great assault weapon and a critical one for many missions. The Flamer 
   does a good amount of short range damage, but also creates a lot of 
   waste heat in the target mech, forcing some opponents to shut down. 
   And the AC20 is the king of damage for in close fighting. If your mech 
   can mount one or two of these characters, and you're going into a tight
   situation, this is an ace in the hole. Learn to love this weapon.

* Get a good joystick with a twist function. It's no surprise that Microsoft's
  SideWinder family of sticks fits the bill perfectly. Though you can play with
  the keyboard, you'll be at an instant disadvantage to someone who has a twisty

* Go for the legs. Yes, they're harder to hit, but they're less armored than 
  the main body. Plus, if you can shoot the legs out from under a mech, odds 
  are you'll be able to salvage the chassis at the end of the mission. 

* Be aware of the environment when you outfit your mechs. Avoid weapons that
  generate too much heat when you're battling in the desert, or else you'll 
  find yourself shutting down after every other shot to cool down. 

* Learn the Circle of Death maneuver, or die. If you stand still in this game,
  you'll get hammered. Be careful, though. Sometimes you can circle around an 
  opponent too far so that you're in range of his guns. Always try to stay 
  behind a mech; it can't shoot you from there.

Ultimate Clan mech:
Bet a Shadowcat and strip it down to minimum weight. Next, put two 
Clan LRM10s, two Clan RM5s, two ER large lasers, set the speed to 87 
km/h, Jet Pack, Beam Activation, and LAMs. Whatever remains can go 
to armor, heat sinks, or speed. When it is done, the mech can destroy
buildings with usually one hit, and enemy mechs with a few hits.

Recommended mech:
Use a Daishi with 6 ER Large Lasers (Group 1); 2 Clan LBX-AC20s (Group
2); Components: LAMS; speed is 51 kph. The rest is armor. Try to fill 
up the torsos and arms and put the least amount of armor on the legs.

Pulse laser advice:
Pulse lasers are nice, but they can overheat your 'Mech if you're not 
careful. Balance pulse lasers and single shot weapons.

Ultimate short range mech:
Get a Daishi and strip it down so it has no armor, no speed, no extras,
etc. Put a Clan LBX AC10 in each arm, a Clan LBX AC20 in each torso, 
and a Thunderbolt in the center torso. Top out the armor and add as 
much speed as you can.

Recommended mech:
* Use the following to create a Cauldron-Born 666 Mech. Strip all weapons and 
  equip two Clan Gauss rifles, a Clan SSRM 4, a LRM 10, and an ER medium laser.
  Max out the armor and give it a LAMS. It may be slower, but now packs a wallop
  at all ranges.

* The following is a recommended beam weapon Mech. Start with a Nova Cat mech. 
  Strip it to the minimum, and put in two Clan Large pulse lasers, four Clan 
  medium lasers, and fill the rest with Clan Small lasers. Put in 5 tons of 
  heat sinks, and fill the armor slots. Do not worry about speed, as no matter
  how fast you go, you will always have at least something firing.

* The following is a good long range Mech. Get a Mad Cat Mk II and strip it 
  completely. Lose the Jump Jets, Heatsinks, weapons, all the armor, tone down
  the speed to minimum, etc. Add two Clan Gauss Rifles and two Light Gauss Rifles,
  raise the speed up a notch. and put the rest in armor. Use the following firing 
  Note: Keep this Mech away from close combat and always try to hit the cockpit.
  If you manage to knock a mech over, blast it with all four at once on the 
  cockpit and watch it burn.

Jump Jets:
Forget Jump Jets unless you are skilled at using them. Light Mechs move too fast
and stay in the air too long, and heavy Mechs cannot stay up very long. If you 
get rid of Jump Jets, you will free up a good amount of weight. 

If you must have any Chassis components, go with the AMS or LAMS systems. These 
will help foil missile hits, and when fighting heavier Mechs, this is invaluable.
The Beagle probe only helps missile-heavy Mechs; only use it for Catapults and 
the like. 

Armor only as much as necessary. If your particular weapons loadout can be stuffed
into just the torsos or the arms, you will not need armor in the empty areas. They
do not particularly affect your vital areas, and you will not lose any weapons. 
Also, you will free up space for more ammunition or heat sinks.
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