- 1 Manufacturing Companies
- 2 Chassis
- 3 Trivia
- 4 Cockpits
- 5 Generators
- 6 Weapons
- 7 Spacers
- 8 Auxiliary
- 9 Armor
Each part in the game is manufactured by different companies from [[RSI|Rak Sal Industries] to Mobitech Industries. Each companies line of parts have their own themes and aesthetics such as parts having high weight and armor and the parts are bulky and square looking.
For a full list of manufacturing companies see the businesses in MAV wiki page.
Required Part; Critical Part
This is the part responsible for movement of your MAV, it must be the first part that is placed. All other parts are built from this part.
The fastest but most fragile Chassis with the lowest load capacity; the hover chassis has the unique ability not only to bypass land mines, but also to safely glide down high ledges.
With high energy generation and reasonable mobility, wheels are primarily a utility chassis ideal for the Engineer roletype.
Well balanced walker, they're great for medium to close range combat with their good acceleration, top speed, rotation speed, and reasonable durability.
A type of Biped with knee joints that point the 'wrong way', this chassis has a higher stability allowing them to effectively utilize sniper rifles and other high recoil weapons. They suffer from lower durability and sluggish acceleration, making them best used away from the front-lines.
A combination of Biped and Inverse. This style of Chassis has all around good stats, but are very expensive and considered more of an endgame part.
A fast, rotation locked chassis, this is the only type of Chassis with the ability to strafe.
Also known as Caterpillar Tracks, this type of Chassis is durable and sports a reasonably high load capacity. They have great armour and a high rotation speed that enables them to dominate close combat while being less effected by impact forces. Their low below average stability limits their effectiveness with high recoil weaponry.
Slow and relatively fragile, this chassis has an extremely high load capacity, good stability, and the ability to scale steep slopes to reach vantage points that other Chassis types cannot; they tend to make great heavy weapons platforms.
While Hovers existed in Chromehounds, they were not very popular among the players due to the unfavorable comparisons that could be made to wheels which filled the same role. Due to this, they were not planned to ever return in MAV.
Early in the MAV Alpha, wheels had been designed to fall differently from other chassi so that when driven off of ramps and ledges with enough speed you would have some hang time. It was soon discovered that an interesting bug would happen when these wheels were driven off of particularly high ledges such as the big rock in Outpost Alpha; that was you were able to freely drive about in the air while the MAV slowly descended toward the terrain below. You were essentially flying!
A famous build that exploited this bug was known as the Red Baron, it resembled an air plane and was armed with Rockets for bombing runs. Battles with multiple Red Barons proved to be quite enjoyable yet ridiculous. The bug was soon fixed so that Wheels were treated the same as other chassi when falling, but it inspired Cyber to bring Hovers into the game with a means of giving them a characteristic that would drastically distinguish Hovers from their Wheeled rivals in the scout role.
By purposefully replicating the bug and applying it to the hover chassis, the Hover chassis was suddenly introduced in patch 0.5.20_18 as a complete surprise to the community.
Required Part; Critical Part
While the Chassis functions as the base of your MAV, the Cockpit serves as the nucleus of the vehicle. Unlike many games, this does not mean that the Cockpit has to be on the top of your build- in fact, it is generally considered prudent to hide your cockpit to avoid it being specifically targeted.
In truth, the Cockpit is really the only part that actually determines whether or not your MAV is alive or dead. Due to how the part dependency mechanic works, the Chassis is only a 'kill shot' because all other parts are by definition reliant on it- including, ultimately, the Cockpit.
Cockpits currently come in a total of 3 'weights' and 3 'styles'.
- Lightly armored, not very heavy.
- A good balance of armour-to-weight.
- Incredibly heavily armored, and incredibly heavy. Also tend to have the most hardpoints.
- 3 to 4 weapon groups, with anywhere from 3 to 6 weapons per grouping, depending on the weight of the cockpit. This style is meant for an average build with a couple different types of weapons.
- A maximum of 3 weapons per grouping, but with up to 6 weapon groups. This style is meant for builds which use many smaller groups of weapons- often when each weapon group has a longer reload.
- Essentially an opposite of Assault cockpits having 6 weapons per group and few groups, they have a high stability to handle a number of high recoil weapons. They are less durable and are even more susceptible to explosives, as well they also have a long fire delay.
Generators create a source of power to your MAV and allows your MAV to operate more energy expensive parts.
They come in three size groups, Small, Medium, and Large and the difference in weight and energy production between each group is noticeable along with the size difference.
High-power long-reload splash weapon. These are designed for bringing down Bases and bombarding an area from afar.
High rate of fire weapon. The low damage and lack of precision is made up for with a high firing rate and low weight.
Low damage multiple shot splash weaponry. These are designed to blanket an area with explosives or do high damage up close.
Sniper Rifles have the longest effective range in the game, being able to hit a M.A.V. at almost the edge of the game's draw distance. Their high velocity makes these weapons very accurate even at extreme range. Just keep in mind that sniper rifles are quite fragile and will be destroyed easily in close range engagements.
Three round burst rifles with decent damage and muzzle velocity, they can quickly destroy enemies with the use of focused fire. Among the lightest weapons in the game.
Multiple shot close range weapon. The spread and drop off speed of the pellets isn't makes them poor at a distance, but when you hit a target up close they will deal significant damage.
High powered medium range guns, the shells fired by them are fairly slow, but when they hit they cause high damage.
These don't do much damage by themselves but after an enemy MAV is caught on fire it will continue to burn for several seconds. On average these won't kill a MAV by themselves but they are a good compliment weapon when fighting at close range by blocking your enemies view with their stream of fire and weakening multiple parts at once.
A mellee weapon, this weapon does an insane amount of damage. Best equipped onto faster MAVs.
A highly accurate weapon with the incredible range necessary to hit enemy MAVs as far away as you can see; this heavy weapon fills the same role as a the smaller Sniper Rifles. They have very limited ammo capacity.
Essentially a battleship turret, this heavy weapon acts as a larger, more powerful howitzer with longer range. Most variants have multiple barrels and a wider splash radius.
Perhaps the most varied type of weapon, they come in a few different shapes and sizes and fire in very different manners from one another; some behave similar to their smaller counterpart, others fire single rockets with good accuracy, while others fire a large number of rockets at once with a very long reload. There is even a variant that fires several low damage rockets that instead cause a lot of impact force to disorient an enemy.
These parts are used to better position other parts around your MAV. They can be placed to put an armor plate in front of your chassis, to better group weapons together, or just as a spacer to move an awkward part into a better location. Keep in mind their frailty compared to the part being held.
Aux parts provide special benefits to your MAV and include active systems that require you to use them and passive systems that are always working.
These parts create an object on the battlefield when you use them. These include Repair Sheds, Walls, Network Uplinks, and Automated Turrets.
Otherwise known as Commander Networks these parts create a highlighted area around your MAV that will show enemy and alley locations on the map if they are within that circle. To increase the effective range of these parts you can place Network Uplinks on the map which creates Network areas around them that your Network can connect too as long as the circles are touching and provide map data to you and your alleys.
Sensors are auxiliary parts that need to be activated to show their effect. To activate them have the sensor auxiliary selected as your active auxiliary and then hit the "Trigger Aux" key-bind. The sensor will change how the world is displayed on your main viewpoint and will return to normal if you switch off from the sensor or turn it off by hitting the "Trigger Aux" button again.
Notable possible examples would be Night Vision, Thermal Vision, and Mine Detectors.
These sort of Aux parts would consist of other utilities such as increased fuel capacities, radiators / heat sinks, and rotors.
Armor plates are simple hunks of metal that can be strategically attached to different parts on your MAV to increase it's survivability. General placement of armor plates is in front of your chassis through the user of spacers and around high target locations like a spine / weapons / cockpit.