Genre: Action, MMO, Sci-Fi
Developer: Bombdog Studios
Publisher: Bombdog Studios
Rating: Not Rated
M.A.V. is a cross between a classic ‘big stompy robot’ combat game and Legos.
The combat is intense, with each part having its own damage system. Where your shot hits counts just as much as how hard your shot hits. Your M.A.V. is a direct reflection of you and your play style. You can customize everything on it to maximize your combat abilities and show off a little bit of your personal style.
In M.A.V., there will be thousands of parts to pick from, each with its own stats and appearance. There will be a weapon for every strategy, a cockpit for every style, and an armor plate that always fits just right.
There are also lots of cosmetic changes you can make to your M.A.V., from the paint color of each part, to the camo patterns and colors that the parts have. Here are a few examples, starting with the default option.
Combat is intense! Massive explosions, locational damage, teamwork, and the chance for a comeback. M.A.V. is not a game about jump sniping, one shot kill head shots, or super fast twitch play. What M.A.V. is about is making smart choices, working with your team, and adapting to situations.
A M.A.V. pilot can choose from six different role types to build and play as, or even choose a hybrid approach. The six defined roles are as follows:
Attackers are the workhorses of any squad deploying into the battlefield. They maintain their maneuverability, without sacrificing survivability or firepower. If they get close, they will make quick work of any other M.A.V.
Defenders act as a last line of defense. Giving up speed, they can stack on massive amounts of armor and defensive deployables. As 1 man armies, they can set up choke points and hold back forces many times greater than themselves.
The support role is a varied role, but will primarily be indirect support fire. Using the information provided by scouts and commanders, they can quickly remove structures, snipers, or even the entrenched defenders.
Scouts are the eyes and ears of the team. They provide the vital info that Attacker and Support roles need, and make great anti-sniper units. They will typically sacrifice survivability for speed and maneuverability.
Snipers are the long arm of death. Delivering surgical strikes at extreme distance is exactly what this role does best. Wait for the right shot, and hit the weak point, and you can cripple an enemy M.A.V. before it can even see what hit it.
The commander role is the leader of the pack. They tap into the intel streams that scouts and all the other team mates provide and relay that on. They have unique view of the battle field, so it is up to them to send out orders and information to the rest of their team.