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    Strategy Guide by Anonymous

    Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    Carnage Heart Strategy Corner
    I think perhaps I may be the only person in the US who actually plays this game! 
    I have seen no magazines cover it, and only one page (in English) that goes into 
    much detail about it. There must be someone out there who wants to discuss 
    strategy issues with me...
    Anyways, this is where I will collect all the cool strategy tips and programs I 
    can come across, and maybe if my page gets popular enough, I'll support some 
    competetions, maybe even leagues. Read my guidelines for text OKE program 
    submission right here
    I have typed up my first sample program and sent it for your inspection here. 
    Here's a little bit of advice in the meantime:
         Except for the ability to carry more, missiles have few advantages over 
    large missiles. Most OKE bodies will be able to  carry an equal amount of 
    rockets or missiles, and rockets tend to be better for supressive fire, as well 
    as being able to  damage more than one target at a time.
         In large missiles, go for long range and launch them across the board. 
    Orion, Medusa, and NecroZone are the best.   In rockets, Snake, Hercules, and 
    Panther spread like a shotgun and can concentrate fire better than Dragonfly or    
    Nitehawk, which do more damage but spread it out more. The previous three are 
    easier to dodge, but the latter two    spread so much that sometimes you don't 
    have to dodge them at all. And when they do hit they don't actually do a    
    whole lot of damage overall. On the other hand, "shotgun" rockets can be dodged 
    entirely, but have a good chance of    the WHOLE spread hitting a target 
    sometimes, doing massive damage and raising the targets heat a lot for extra 
         So far in my experiance, I've found two-legged OKE's to be better at 
    survival than multi-legged or tank OKE's. This is   due to their quicker steps 
    and faster jumping ability.     Some bodies shoot more than others. The Vyper 
    can fire double shots. The multi-legged OKE's fire double shots,   except the 
    Manticore which fires quadruple! The Kouger fires double shots from two guns 
    (making it quad) and the  Jackhammer fires triple from one gun. I havn't played 
    with the Ronin or flying OKE's yet.    When you make a squad of OKE's, don't go 
    for three of the same thing. My best squads so far have been a  combination of 
    lasers and shotguns (I don't like assault guns so far). Two Vypers armed with 
    shotguns and Panther   rockets (double-firing shotguns will do horrible things 
    to your armor at close range) and one Manticore with a laser and     NecroZone 
    large missiles to harass the enemy enough for the Vypers to get in close, and 
    you've got a winning team.
        One Vyper and two Manticores would survive longer, but dish out less damage.     
    Avoid OKE VolleyBall - that's where one poor OKE (usually a quick and light 2-
    legger) gets blasted back and forth
    between friendly and enemy volleys of fire. I've seen some poor OKE's get 
    knocked back and forth four times without touching the ground, and explode mid-
    air. My programs usually spread out in the first four seconds of combat to avoid  
    this, and get better crossfires. 
    Anyone who has scanned pics of program tiles, translations of Japanese CH pages, 
    or just cool strategy and program info, please mail me!
    If you have comments or suggestions, email me at arne@cco.net
    Here's my little plan for a standardized set of text program blocks:
    First off, describe the mech that it is built for.  For a specific format
    use this:
    Name       :
    Body       :
    Engine     :
    Main weapon:    (and ammo)
    Sub weapon :    (and ammo)
    CPU        :
    Fuel tank  :
    Armor      :
    Option     :
    You could include a paint color too if you want.  Here's a sample:
    Name       :JujuBee
    Body       :Jujuman02
    Engine     :Gargill Z3
    Main weapon:Shotgun   (100 HD)
    Sub weapon :12 Rocket (Panther MK2)
    CPU        :Tri-H3
    Fuel tank  :40 liter
    Armor      :35mm
    Option     :Omni P1 ID
    Umm, thats off the top of my head, so the names might not be right, but
    you get the idea.  If you want to submit a program that can be used for
    a wide variety of designs, just list the items that are necessary for your
    program to work, such as:
    Any two or multi-legged OKE
    Short range rockets
    Missile interferance device
    Now for the hard part, making text blocks to show your program.  Perhaps
    in the future I (or someone else with spare time) could make a program to
    generate text files for these.  The general format for these is thus:
    |Scan E
    | 200 y>
    |0   90
    This is "Scan for Enemy at 0 degrees, 90 degree width".  The down arrow is
    green and the right arrow is red.
    +  /\  +                   +--/\--+
                               |      |
    <      >  Green arrows     <      >  Red arrows
                 <--           |      |    <--
    +  \/  +                   +--\/--+
    I made the red arrows have a line through them, since the red arrows are
    always the divergance, and the green normally connect like one long line.
    The "Scan" is obvious, and "E" for "enemy", then range, and the other two
    are the normal numbers.  This way, all 3 numbers appear in the order they
    do on the screen when you edit the tile.
    This is the command list:
    movement:          misc:
    Move               Duck
    Jump               Jam (missile)
    Ascend             STOP
    Desc (descend)     Wait
    Turn               Self (destruct)
    Shooting:          Time
    Fire               Allys
    Grapp (Grapple)    Send
                       Rec (receive)
    Status Check       Count
    Fuel               Count?
    Damage             Scan
    Temp               --
    Here's a more detailed rundown for each one:
    Command| Parameters
    Move   : Ahead, Back, Left, or Right
    Jump   : Ahead, Back, Left, Right, or Up
    Ascend : none
    Desc   : none
    Turn   : Left or Right
    Fire   : Main or Sub, (number if sub), width
    Grappl : none
    Fuel   : < or > or =, number
    Damage : < or > or =, number
    Temp   : < or > or =, number
    Ammo   : < or > or =, number
    Duck   : none
    Jam    : Missile
    STOP   : none
    Wait   : none
    Self   : Destruct
    Random : number / number
    Time   : < or > or =, number
    Allys  : < or > or =, number
    Send   : Channel number, color
    Rec    : Channel number, color
    Count  : Letter (A thru E), (+ - / * or <-), number
    Count? : Letter (A thru E), < or > or =, number
    Scan   : (E,F,P,M,O, or N), range, direction, width
    --     : none
    The scan abbreviations are:
    E enemy
    F ally
    P projectile
    M missile
    O obstacle
    N mine
    Once you get these all together, they should look a lot like what you see
    on the screen:
    +  \/  +------+------+
    |Scan E| Fire  Scan E 
    | 200  > Sub  > 150  >
    |0   90| 1 90  0   90 
    +  \/  +------+--\/--+
    |Scan E| Turn |      |
    | 200  > Right| Wait |
    |90  90|      |      |
    +  \/  +  \/  +  \/  +
    | Turn   Move | Fire  
    | Left > Ahead| Main >
    |             |  90   
    +------+  \/  +------+
    It may look jumbled, but it is the best I can do until I get a set of icons
    made for graphic program pictures.  And it is compact enough to make an 11x11
    program and still fit within 79 columns.  12x12's will just have to be wider
    than 80 columns for now.
    This is the program I am currently using to whoop on the computer on the
    Callisto scenario.  This same general program has worked all the way up to
    map 5 so far, as long as I update the hardware at each map.  It is very
    simple to edit out the missile interferance device if you need to.
    Author: Arne Michaelsen
    Email : arne@cco.net
    Any two-leg OKE body
    Rocket launcher (Snake, Hercules, or Panther)
    Missile interferance device
    9x9 CPU
    (With some tinkering, this also works for OKE's with lasers and large
    missiles, and also multi-leg OKE's.  See my notes below).
    +  \/  +------+------+------+------+------+------+------+------+
    |Scan P|Scan P  Count  Count Scan P|Scan P Scan P Random| Jump |
    |  60  >  20  > A<-1 >  A+1 >  35  >  35  >  35  >      >      |
    |0  360|0  360                A>15 |-90 90 90  90  1/2  | Right|
    +  \/  +--\/--+------+  /\  +  \/  +--\/--+--\/--+  \/  +  \/  +
    |             |      |Scan M Count?|        Jump | Jump |      |
    |  --  < Duck | Jam  < 100  <      |  --  >      |      |  --  |
    |             |      |0  360  A>15 |        Ahead| Left |      |
    +  \/  +------+  \/  +------+--\/--+------+  \/  +  \/  +  \/  +
    | Time                             |                            
    |  <4  >  --  >  --  <  --  <  --  |  --  >  --  >  --  >  --  >
    |                                  |       
    +--\/--+------+  \/  +------+------+  /\  +------+--/\--+------+
    |Scan F|Scan F|Scan E|                    |      | Temp   Fire
    | 300  > 300  >  30  > Grap >  --  >  --  |      | >80% > Main >
    |90 180|-90 180 0  90|                    |      |
    +  \/  +  \/  +  \/  +------+------+------+------+--/\--+------+
     Scan F|      |Scan E| Ammo |Count               |Count?  Fire
    < 300  |  --  |  75  > Main > A<-1 >  --  >  --  | A=1  > Sub  >
    -90 180|      | 0  90|  >1  |                    |          1
    +--\/--+  \/  +  \/  +  \/  +------+------+  \/  +  /\  +------+
      Move |      |       Scan E| Ammo |Count  Scan F Scan O|
    < Right|  --  |  --  > 110  > Sub  >      >  40  >  20  |
           |      |        0  90|  >1  | A<-2   0 90   0 90 |
    +------+  \/  +------+  \/  +  \/  +------+--\/--+--\/--+------+
      Move        |                    |      |       Random  Jump
    < Left <  --  |  --  <  --  <  --  |      |  --  > 1/2  > Right>
                  |                    |      |
    +------+------+  \/  +------+------+      +------+--\/--+------+
      Turn  Scan E Scan E|                           | Jump
    < Left < 300  < 300  |                           | Left >  --  >
            90 90   0 90 |                           |
    +------+--\/--+--\/--+                           +------+------+
           | Turn | Move |
           | Right| Ahead|
           |      |      |
           +  \/  +  \/  +
    What's it do?  Well, first off for the first four seconds of combat, it looks
    left and right for friendly units.  If there is an ally on one side, it'll
    sidestep away.  If there is one on either side, it'll go right into the
    search and destroy part of the code.  If there are no allies present, it will
    sit there and do nothing but dodge incoming fire for four seconds.  I could
    try to make it go into search mode, but I havn't planned on how to do that
    et unless I went to a larger CPU.  Plus I almost exclusivly use this program
    in groups anyway.
    Once the timer goes above four, it will never execute that part of the code
    again.  From then on it consists purely of fire avoidance, and seek & destroy
    code.  The loop in the projectile code helps avoid missiles that the jamming
    device doesn't stop.  The entrance to the loop looks in a 60 meter range,
    and then it waits for either the projectile to get closer (35 meters) before
    jumping, or exits the loop if the projectile doesn't get close within 15
    cycles.  The 60 meter start is so the OKE can get into a state of "jump
    readiness" and not get caught firing weapons.  Then it waits until the 35
    meter mark which is usually close enough that missiles that are tracking you
    can't quite turn fast enough to catch you.  If the fire is coming from the
    left or right it jumps forward.  From the front or back it will jump
    The Search part is really simple, just looks ahead and walks forward.  If
    the enemy isn't in front, it checks to the right.  If they aren't there it
    turns left and starts again.
    The weapon firing I made simple too.  But instead of seperate firing routines
    I made one that fires either weapon depending on the status of the A counter.
    That way I can put my friend and obstacle checking in only once, and have
    one section to fire the weapons after that.
    This code works best on a Vyper with a shotgun and rockets.  It can work on
    any 2-legged OKE though, I just like the Vyper because it fires double
    rounds.  It will also work on multi-legged OKE's, but I suggest raising the
    projectile scan chips by 5 or 10 meters, and widening the enemy and weapon
    scan widths to take advantage of wide fields of fire.
    I personnaly have used this program very succesfully with shotgun armed
    Jujuman OKE's combined with a laser (and large missile) armed Manticore for
    support.  Later I used all Vyper OKE's for the group.  Just remember to
    raise the weapon scan ranges for the laser armed OKE's, and lower the temp
    check (a laser armed Manticore cannot fire at anything above 65% or it will
    take some damage from heat).
    Multileg OKE's: Raise projectile detection ranges by 5 or 10 meters
                    Widen enemy scanning and weapon firing arcs to 180 degrees
    Laser OKE's: Raise main weapon range to 150 meters
                 Raise sub-weapon range to 200 (for large, long-range missiles)
                 Raise temperature check if it fires more than single shots
                   (Double shots should be about 70%, triple at 65% and quad at
                   60%, roughly.  Thick armor makes you lose heat slower so you
                   may have to adjust).