the Exteel Developers
Once most Exteel
players complete the full range of tutorials and finish a few matches
they probably won’t want to stick with the Pinkett very much
longer. Most players by this time should have enough in-game money
(credits) to purchase something new, or at least acquire some different
One of the Mechanaught sets available for a reasonable sticker price is
the Frontliner, a medium Mechanaught design that is built for battling
other Mechanaughts on the front lines (hence the name) and absorbing
greater amounts of punishment. It’s a popular purchase among
new players, who want to stand and fight the enemy straight-up, rather
than run away at the first signs of danger. The heavier armor of the
Frontliner means it’s a bit more armored than a Pinkett, but
the Frontliner has superior energy generating and heat regulation
capabilities without really slowing it down. Both the Pinkett and
Frontliner have one MPU or Mechanaught Processing Unit, which dictate
how many special skills you can equip your Mechanaught with at any one
Pilots upgrading from a Pinkett should take note however that the
Frontliner does have a durability rating, meaning it’ll
degrade over time until it is either unusable or gets repaired.
- Poseidon – The –C model of this large
two-handed underslung cannon is awarded to players for finishing the
“Cannon Training” advanced tutorial. It fires large
energy rounds at opponents and while the damage may not as great as
other two-handed weapons, its ease of use and wide lock-on ability,
coupled with a relatively low overheat rating, means it’ll be
a favorite for starting pilots who wish to yield the really big guns.
- Defender – Defenders belong to a set of
non-weapon items that essentially are shields. The Defender itself
looks like a police riot shield. While Mechanaughts can be armed with
shields, the shield has to actually be in use (that is,
you’re clicking on the mouse button to bring it up to a
shielding position) in order for it to work. Shields absorb damage from
incoming fire—they more they absorb, the more heat they
generate until they overheat and become unusable until the heat
dissipates. Players commonly use a shield with a melee weapon since at
close range it’s easy to shield yourself from a melee attack,
but other combinations are certainly possible (flag carriers in CTF
matches for instance have been known to equip two shields at once).
- Death Hurler – The Death Hurler is a low-cost
two-handed weapon similar to the cannon, except it fires high
explosive-armed rockets. Rocket launchers have some distinct advantages
over cannons as they don’t generate as much heat or take as
long to reload. Pilots can also fire a rocket launcher while moving or
jumping, while cannon users have to remain standing still. The downside
is that the rocket launcher requires manual aim; there’s no
locking on to an opponent, so the pilot must be very accurate when
firing. Plus, a rocket launcher doesn’t pack nearly as much
punch as a cannon.
- Beam Spitter – One of the most popular SMG types
in Exteel, the Beam Spitter is an excellent weapon in the hands of even
a novice pilot, with exceptional range for an SMG and very good ratings
for accuracy and reloading. Many pilots that wind up in close-range
battles switch to the Beam Spitter for the kill. Like many SMGs, the
Beam Spitter fires a one-second burst at a target with the single pull
of the trigger.
Practice Mode offers you the ability to try out weapons and skills in a
circular arena without having to attack other players, or worrying
about other players attacking you. The arena is populated by four
standing Mechanaughts, replicas of your own Mechanaught, that can be
targeted and attacked, but not destroyed. Here you can practice how
long it takes your weapons to overheat, how certain skills can be used,
and you won’t get penalized for leaving (in regular matches
you get penalized 200 credits for leaving early).
Battle Modes –
Deathmatch and Team Deathmatch
Exteel offers one of the most traditional online multiplayer game modes
in the world: the classic deathmatch. Battles can have as many as
sixteen players, and the purpose of the deathmatch is simple:
accumulate the most points and win. You accumulate points by destroying
other Mechanaughts, or assisting in their destruction (meaning you
delivered a significant amount of damage but did not make the fatal
blow). Players can respawn from generally four different areas on the
map, which is usually where the bulk of the fighting is.
There’s no healing here; once the damage is taken, it stays
that way until your Mechanaught is destroyed and you have to respawn.
Deathmatches can be very intense as everyone is pretty much out to get
you, and being successful means being a little careful about which
local fights to get into, where you are, and how absorbed your enemies
are in each other. A gaggle of Mechanaughts engaged in a giant melee
fight can be easy pickings for someone at long range.
The structure of Team Deathmatch is similar to Deathmatch; instead of a
free-for-all it pits two teams of players against the other, and the
team with the most accumulated points wins. The tactics of Team
Deathmatch are of course very different from Deathmatch. Pilots need to
stick together in clumps, where the combined firepower can overwhelm
singular enemies easily. Since there are no healing pads like other
team matches, those equipped with rectifiers will be extremely useful.
Team Deathmatch is all about working together to rapidly defeating the
opponents without having the same thing done to you.
To read the latest guides, news, and features you can visit our Exteel Game Page.