Iron Rebellion

Iron Rebellion

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Federation's Handbook to get gud! (work in progress due to updates!)
By ancient nick
This guide will provide you with info tips and other knowledge to excel as a freelance pilot or clan pilot!

this guide will expect you to know the basics on how to operate the mech after playing the tutorial
   
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Introduction and basics of piloting!
Please be aware this is a work in progress so there may be errors or spelling mistakes since i have a severe case of dislexia and my autocorrect sucks ;w;
Worm regards pilot!
This handbook will guide you on how to operate your mech and get you prepared for combat by having at least basic knowledge of what is currently on offer

this guide will take you through how to be social and fail the touch grass challenge as well as showing you clans community hubs, common tech and a general description of what things do.

additionally there will be some spots denoted with (beta atm) and (roadmap content) these are here to denote areas that cannot be covered due to them either being in development or just don't exist yet. so this guide will only cover what is in the live build but at least will inform you of what is coming up next
some links to the roadmap and offical discord
General Tips
There are little things you can do to to make your mech run smoother!

first and for most you need to communicate with your team by selecting the AC button in your dashboard as well as the mic icon as it will switch your VC from world chat to team chat and vice versa failure to do so will lead to either no communication or giving your entire strategy to the enemy on accident

for instance you can do what is commonly known as "slapping the stick"
it is where when you are repairing your mech instead of grabbing your medical lever you smack it
down and then up. It is much faster than pulling and is more reliable than pulling as well however it requires practice to do consistently.

next is revolving around some unintended movement mechanics known as "super jumping"
its most commonly and is also easiest to do on the assault mech where you for the lack of a better word... just spam the shish out of your jump button to get a incredible amount of speed upwards.

this can also be used to climb walls and some parts of terrain

and when it comes to cover its best to flow through it as staying still leaves you very open to ambush by scouts and snipers.

And you will want to lead your shots if you are using your howitzers against a moving target
not by much but its usually half your redicle in distance for walking and running mechs

and lastly if you are using close range weapons on assault or heavy ill give what is probably the dumbest sounding but also most effective tip i can give you.

when in doubt charge into the enemy... no really charge directly into the enemy it will force them to retreat and it will give you maximum damage output.

Offsetting the fire of your automatic weapons is a very situational tool in your arsenal that can happen on accident wile reloading however it can be beneficial when exiting cover as the delay prevents ammo being wasted by firing into a wall as you may have noticed the offset on the mech itself does matter!

its not a cosmetic look those guns are physically on opposite sides of your mech meaning you can easily and accidentally shoot into a wall with one of your weapons wile peeking cover meaning offsetting your fire to the respective side is important!
Being social to a mech 101
Being able to communicate with pilots is essential regardless of alliances.

there are multiple methods to communicate with pilots!
the main method is through the top right buttons that act as your in game voice chat
due to there being limited space text chat is not possible so if you are mute then i hope your good at restricted sherrades!

there is also a button to ping enemies in a match to mark distance for artillery units and mark priority targets

there is also the discord where you can meet other pilots and possibly communicate with some of the clans there
https://discord.gg/J9zJ9WdS5m

there is also the PVP focused community area where you can get help organizing larger PVP events
https://discord.gg/xBdB6e5VSt

and there is the ACC witch is where the lore nerds and map makers go to archive their work and create lore for the game
https://discord.gg/vp8cKzwkZE


What does this button do?
Button mapping and image done by Tor



What does this mech do?
note due to recent betas this info will be re-written when the new mech classes & abilities release!

Scout- its primary role is to deploy smoke or counter long range combatants as a flanker, ambush and recon unit
and its also made out of wet paper at 150 HP where most weapons deal 30 or more can swat it away pretty quickly

Recon grants the ability to plant 6 recon towers that automatically ping targets in range allowing your team to know where enamys are at all times

Infiltrator grants invisibility for 750 meters before deactivating meaning your distance determines how long the cloak lasts this distance can be refreshed if you have enough mass to re-cast the ability mid cloak


Assault- The generalist that has the baseline movement and utility in its wide range of available weapons and support tools available to it primary built around aggressive combat and being the commando of the squad

Breaker- has the ability to overclock its systems gaining buffs to all of its movement as well as infinite booster fuel this lasts for 12 seconds

EMP- it has the ability to create a large AOE attack to disable mechs movement and targeting systems rendering them nearly inoperable however they can still fight back and kill you while they are in the EMPed state

it also has 200 health

Heavy- The THICCCC boi of the roster with the highest health and the movement speed of frozen molasses it is often used as the bullet sponge of any unit or the artillery support due to its massive health pool and ability to use those giant guns called artillery.

Reinforcer- you are the rallying point of the team being a mobile spawn point in the squad with the special case of having no mass requirement only operating on a cool-down timer for each ability that primarily relates to summoning supply's or defensive structures
the ability's are Resupply summon a space starbux pod of ammo mass and coffee
repair pod gives 1 repair charge and turret of witch you can have 3 of and are extremely effective at dealing damage to pilots especially in cleverly placed locations such as a tree top (i would know i was the one who made Jspice laugh at how i did it)

Guardian- deploys a Energy shield grants you the ability to deploy a energy shield that can block any attack (unless when shot inside the bubble or the weapon has the ability to pierce it

has 300 health


video for your viewing pleasure
what does this gun do?
Spitfire- Spits are the generalist of the bunch there good at everything but not incredible ither with a moderately slow fire rate with excellent range and decent damage they can get the job done but its not going to be seen often by veteran players but are great for learning the ropes

Pulserail-400 what was once the poster child for sweat has been boiled down to basicly a spitfire but as a SMG and is one of the first weapons in Iron rebellion like the spitfire back in the very early beta even before the founding clans existed (Of witch you can find out who are the founding clans by looking at the flags in the hanger you can scroll through them as you wish)

grad-12m- burst fire rocket launcher that has a very long standing record of accidental self game ends by forgetting your still firing rockets and blowing yourself up explosives tend to be better used for shield busting or scout clearing

Sheild- Cod Riot Shield but its actually balanced great for dealing with snipers intimidators or laser beans

DMR- a semi automatic rifle (imagane a scout rifle from D2 or something that basicly fits the bill)
great for rapid and precise shots against a enemy with the downside of dealing mediocre damage in comparison to other weapons

Artillery- launches ICBM's to give everyone in a decently large radius the worst possible day of their lives through sheer violence alone

Howitzer- Sniping a good job mate! a charge up sniper rifle sorta like the classic from TF2 that has the potential to make the enemy regret peeking a open sight-line

Smoke- *COUGH COUGH* its a smoke grenade that blocks vision

Stag- revolver ocelot would be proud. its a revolving shotgun slam fireing it makes it slower by a little bit but helps a lot to make the stags work as you need them to great for taking out infiltrators and cocky recons

Hull cracker- diet artillerty that can be very powerful with experience but also takes the longest to learn due to how erratic, and strange it can be. charge up to get more distance by holding down trigger and when nade is launched press the trigger again to detonate

Beam- its a fricken laser bean its basically just point shoot win its meant to discourage people from going somewhere simmer to the intimidator

Heavy QRTZ- single fire higher damage rocket launcher a lot easier to use compared to the grad fantastic at shield and scout busting but terrible at armor piercing and Bubble popping note it cannot slam fire for ballance sake ither that or to prevent it from detonating inside of its own tubes

Intimidator- Minigun go burrrrr
its a weapon that can overheat but can provide great damage very quickly and is designed to act as the suppressor... not the hush hush kind more like deny the enemy the ability to move kind
What does this Augment do?
due to how many there are ill just copy what Kforce said in the discord server since he made a solid list of what these do. i also added notes from my experiments!

Mass Extractor - slowly fills up mass storage (not used by reinforce heavy)

Mass Expansion - expands mass capacity (not used by reinforce heavy)

Extended Magazine - more ammo per clip/magazine

Healing Storage - can carry extra health canisters

Ammo Storage - can carry extra ammo

Auto Reloader Mk2 - reload weapons faster

Double Zoom - doubles zoom range

Nano Armor - we dont know how this works other than it just makes you take less damage... i think it just gives you 20 health? gonna have to ask arnas the barnyard sheep for details when i get the chance

Engine Cooling - can boost longer on the ground

Jetfeul Recycler - can boost longer in the air

Overdrive (Not used by scout) - can boost faster

Gravity Lift - can jump/fly higher (on support mechs this seemingly just gives you extremely effective jumping ability's to climb trees or other terrain easier)

Downward Thrusters - drops faster to the ground

Fast Heal - allows healing faster from canisters

Weapon Stabilizer - reduces firing spread from weapon
Advanced piloting
now we are getting spicy
Gambler's dogeing (how to doge the howizer consistantly)
oh boy im gonna regret doing this part as i main the howies... oh well more fun for us!

Gambler's dogging is where you mentally count the time from when you see the lasers to just before they fire by counting from 1-1000 2-1000 3-1000 or 1 Mississippi 2 Mississippi 3 Mississippi. and dogging wile you are counting 3-Mississippi wile this is risky it will allow you to doge a skilled howitzer player and with enough practice and familiarization to its count down to fire you can make any sniper main salty for the rest of the game
Super jumping, terrain jumping & bunny hopping (off of ledges and off of flat terrain)
super jumping is a extremely important skill to have to traverse terrain quickly and effectively
originally known as "duck footing" before being changed to the more clear name of super jumping

performing this consists of the following

Off of a ledge or slant:

using a ledge or a slant you push your mech into the obstacle and spam your jump trigger and maintain your attachment to the slant until you launch yourself upwards witch will give you 2x or 3x the height normally obtainable from jumping its easiest to do on a medium mech but can be done with light and heavy frames as well to more or less success and in some maps can be used to get out of bounds.


Bunny hopping or super jumping off of flat terrain:

it is identical to a ledge jump but instead you do it off of flat terrain however it can be delayed slightly to grant consistent speed and is especially useful in heaver mechs to reach top speed faster and retain it for longer however it becomes harder to control as a consequence.

but super jumping is more difficult as you have less of a window to take advantage of the hitboxes of the flat terrain meaning you need to spam even faster however a quick disclaimer is warranted due to how fast it is required to achieve a flat super jump

**BE WARNED THIS CAN DAMAGE OR BREAK YOUR CONTROLLER'S TRIGGER IF YOU ARE NOT CAREFUL!**
Nerdy stats & tips
Um Ackwelally!
what are the stats of these Guns & Mechs?
note that these are estemates and calculations from the community and these will update as we get more data to work off of

Tor (assistant researcher)
Standard weapons [helped by silentk7 (dr4g0n)]

Name Type Mag Reload Capacity Damage (H/L) Radius ROF
Spitfire Ballistic 8 2.24,2.5,2.37

~2.5s 48-144 374-355, 355-345

(19/10) NA 7 in 5s

~1.4/s
Pulserail Energy 45 2.9,3.9,2.89

~3.25s 270-810 345-341,341-339

(4/2) NA 40 in 5s

~8/s
Howitzer Ballistic 3 4.86-4.94-4.93

~5s 24-53 60/(340-307)

(60/33) NA 3 in 7.5

~0.4/s
Grad Rocket 12 3.41-3.36-3.48

~3.5s 156-252 400-346/4),346-290/4

(~13.5/14)
~10m 12 in 3.93

~3/s
Gauss Ballistic 20 1.52-1.33-1.32

~1.5s 160-260 339-333,333-329

(6/4) NA 20 in 5


~5/s
Fos Laser 200 2.44-2.37-2.44

~2.5s ∞ 329-294(over3s)294-270(over 3 s,

(~11.75/s / ~8/s) NA 200 in 11.14

~18/s
Qrtz Rocket 4 2.83-3.04-3.23*

~3s 32-64 312-276, 276-240

(36/36) ~20m 4 in 3.16

~1.25/s
Hull cracker Grenade 3 4.21-4.14-4.30* 18-27 343-308,308-281 ~10m Charge weapon
Intimidator Ballistic 200 ~0.5s 300-600 1, 0.5 NA 150 in 16.45
~9/s

Stag ballistic 6 2.44-3.33-2.96*

~3s 48-96 400-384,384-378. 378-354,354-342

(~16, ~6) (at 100m)

(~24,~12) (at point blank)
NA 6 in 2.11

~2.75/s
Artillery rocket 3 11.33-111.03-10.72

~11s 18-48 400-160 ~100m 3 in 4.27

~0.75/s 30*-975,45*-1125,88*-40
smoke grenade 3 ~8s 9-18 NA ~50m Charge weapon



*: stag, hull crackers, and qrtz can be slam fired

Methodology: *note all are rough estimates
Reload speed: timed three times, took mean, rounded to quarter second
ROF: timed how long it took to empty mag, divided shots by time, rounded to quarter second
Radius: except for the artillery, ya im just kinda eyeballing this via ping measurement and its not accurate at ♥♥♥♥♥♥♥ all







Mechs:

Weight class health sectors Walk speed Sprint speed Sprint boost duration Flight boost duration Jump height Turn speed mass
light 100 2 200 in 6.29

~32m/s NA NA ~10.5s 360in2.23

~161*/s Recon:200
Infiltrator:100
medium 200 4 200in12.44

~16m/s 200in6.68

~30m/s

~8s ~2s 360 in 5.2

~69*/s
(nice) Breaker:100
EMP:100
heavy 400 6 200in15

~13m/s 27in1.72

~17m/s ~1.75s ~2.25s 360 in 9.45

~38*/s Guard:200
Reinforce:NA

Methodology:
Walk speed: Found a ~200m measurement on grinder, timed how long it took at top walk speed rounded to nearest half second


tips from tor

Heavy piloting and combat tips:

General positioning:
Being big, slow, and slow to turn you are not really a front line combatant, you can kit yourself out to be one with practice but your strength lies to the mid range where you can support your team with your abilities.

For the shield mech you’ll wanna be farther back than the reinforcement heavy as the greatest weakness of your bubble shield is that it stops being helpful when an enemy gets in it as well as the general counters that exist against it in the emp mech’s emp and the breaker mech’s airstrike. Sticking farther back and utilizing long sight lines and suppressing the enemy is often an ideal situation for you.


For the reinforcement heavy you are much better equipped to be closer than the shield heavy, you can drop yourself health and ammo to sustain yourself and your team for multiple waves of combat. As well as being close enough for your team to spawn on you and ignore the travel time post respawn to get to the action. However this does make you persona non grata to the enemy team and are often the first to be targeted down.

Heavy vs Heavy tips:
The most straightforward, you are both big and fat tanks that are unlikely to really be doing any fancy movement. Most heavy fights devolve into being little more than dps checks. If you are both running the same weapon you'll be punching each other in the face until one of you dies, if you are running different weapons aggressively position yourself at the range that your guns are more effective. Really nothing fancy here, if there is some building or terrain you can use to obscure yourself you can strafe back and forth behind it but for the most part if you can shoot them they can probably shoot you.

Heavy vs assault:
Little bit more nuance here. Barring a massive discrepancy in effective weapon ranges what you want to do is to turn this into a straight fist fight, when it comes down to it you have almost twice as much health as the assault and light mechs and when you are exchanging blows you win by shear health alone.

Words of caution however, for the lower more nimble weight classes they do have a win condition by being as close to you as possible, you are a slow turning mech, this can be mitigated with the 2x hip rotator augment but in general you are more likely to lose the close range fights as these mechs can simply avoid being in front of you with some effort, more into mitigating this in the heavy vs light section however as its more pertinent there.

Paying attention to what you are fighting is paramount as far as the assaults go, always ping your enemy (b on your right hand) to see their kit in front of your left hand controls. An assault running two shotguns will shred you in close range just as it does to everything else and the main thing you want to keep an eye on is if it’s an EMP assault. These will be your bane as they can disable you long enough to close the distance and take advantage of an even worse turn speed while you turn back on. As soon as you identify one, back it up and try to kill it before it gets close enough to trigger its EMP. If it does get one off you can still fire while disabled and skilled pilots can still dish out some damage while the EMP tries to get behind you. If it does you are most likely dead, if you have fixerdrone update you can attempt to heal as you turn your mech back on but it's all uphill from there sadly.

Breaker mechs are also annoying however you can be more aggressive with them, the annoyance comes from their airstrikes, being big and slow it's hard to get out of the airstrike zones, best bet jump and get as high as you can as you get out to mitigate how much damage you'll take if you are out in the open, otherwise getting under something or hiding between tall objects helps mitigate as much damage as you can.

Heavy vs scout:
Oh boy you are either gonna eat these guys like candy or hate them. Your win condition is to keep them from getting behind you. Downside is one of these little ♥♥♥♥♥ can turn invisible and you probably won't notice the other in the chaos of combat anyways.

So starting with what to do when they do get behind you as that's the most important part: sprint backwards and attempt to turn towards the scout. This maneuver increases how much distance the scout has to move to stay out of your FOV. If there is some kind of large cover or terrain, back up against it and use it to limit how much the scout can maneuver around you. The scout will win this fight if you can't get it in front of you, remember if you can turn this into a fist fight you can win this. Luckily scouts take a while to kill you, if you run fixerdrone update you can usually heal mid fight consistently against the scout, just don't try and go for a full heal at once or it’ll get behind you.

If you are fighting an infiltrator, ping him the first chance you get, itll help with tracking him if he decides to go invisible and dip.
WIP or in research!
check back later when this is ready to go!
Community Maps (WIP please check back later when more is written!)
Comunity maps are a LARGE portion of where custom content is coming from
hardware mods (roadmap content)
this is still a WIP but is planned to arrive with full releace
Pogression? (roadmap content)
Error 404 funny not found
community modding! (roadmap content)
I Own a musket for home defense, since that's what the founding fathers intended. Four ruffians break into my house. "What the devil?" As I grab my powdered wig and Kentucky rifle. Blow a golf ball sized hole through the first man, he's dead on the spot. Draw my pistol on the second man, miss him entirely because it's smoothbore and nails the neighbors dog. I have to resort to the cannon mounted at the top of the stairs loaded with grape shot, "Tally ho lads" the grape shot shreds two men in the blast, the sound and extra shrapnel set off car alarms. Fix bayonet and charge the last terrified rapscallion. He Bleeds out waiting on the police to arrive since triangular bayonet wounds are impossible to stitch up. Just as the founding fathers intended.
Surge, Co-Op & singleplayer (roadmap content)
Zug Zug **EXPLOSION**
Credits of the following contributors and assitants in making this guide!
Ancient nick (creator of guide as well as primary source of research until September 26th 2024 when project Excalibur started)

Tor & Silentk7 (dr4g0n) for ballpark damage spreadsheet and number crunching

Tor for Control mapping

gamer tom (for initial experimentation assistance prior to project Excalibur)

PastelTheDevil (for posting project exalibur in the community events tab of the primary discord and overall helping with community rallying)

Kforce for proofreading and helping with spelling

Kosen Sagera for spotting info errors/outdated info and spelling mistakes