Mecha Knights: Nightmare

Mecha Knights: Nightmare

Weapon/Part Testing Thread
In order to avoid flooding the pinned Weapons/Parts balance discussion thread, I'm making this thread to post my findings. I've got time to kill and nothing better to do, so I'm going to look for gear in the game that is honestly worthless and could do with refinement. Coaxial guns I'm looking at you.

Post your build and then follow up with test results or your reasoning for choosing gear if you'd like to join in.

This is the loadout I beat the game with:
- - - -
Head: MK42B Shuriken [T2]
(I chose this for increased radar range, as targeting buffs seem worthless. Other heads with lock on limit increases were ignored as I had no lock on weapons.)
Torso: Uran-B [T1]
(This offered better cooling than all of my T2 torsos I had to choose from. Torsos actually seem to have interesting stat spreads.)
Arms: SM2 AU Siege Bastion [T1]
(Typhoon in T2 has less than 1/4th as much HP, targeting nearly 1/3rd worse, and only has the benefit of being about a 1/3rd less massive.)
Bottom: Kyushu A3 [T1]
(AFS38P Supremacy [T2] is actually WORSE with increased energy draw for no gain whatsoever.)
Legs: AS2X Hayate [T2]
(My other options, Acacia A2 [T2], Supremacy II [T2] and Typhoon [T2] all seem objectively worse. Note, I've never even bothered to test them. Yet.)
- - - -
Right Hand: MM-DUAL-GAU30A2 [T1]
(I changed to this from the single barrel gatling gun simply for a change of looks. This is for erasing all small reds.)
Left Hand: Ariete [T2]
(A last minute addition, previously I had only ever used the 1S15E Iset [T1] Ariete is my pinpoint removal of medium value targets. Meaning I use it to take out medium sized reds charging at me.)
Right Shoulder: 2x-HVGS-Torden [T2]
Left Shoulder: HVGS-Torden-I [T1]
(The HVGS are why I built my mech around cooling in the first place. I wanted to fire these as often as possible in order to keep the crowds of the largest reds under control.)
- - - -
Right Shoulder: ANPVS3 [T1] (Cooling.)
Left Shoulder: ANPVS3 [T1] (Ditto.)
Right Leg: MLAC 03 [T2] (It's an ammo box.)
Left Leg: Steel Plates M20 [T0]
- - - -
Repair Kit A3 [T2]
AMM2 [T1]
HSRU-AT3 [T2]
(I generally don't care about energy generation, but this is for quickly building "fuel" to boost more often.)
- - - -
Desta CC2 [T1] (Cooling)
Desta CC1 [T0] (Cooling)
Panacea-TS2 [T1] (auto repair)
- - - -

There's a huge caveat to all of this. Mecha Knights has a permanent upgrade shop.
I'm pretty sure I beat the game with 3 ammo upgrades. and then a bunch of armor, cooling, and speed increases. The increased armor led to me not caring about all of my T2 torsos since all of them were heavier than my Uran-B, while ONLY offering better health. With two exceptions, two of them increase ammo cap, but I have so much ammo from upgrades and my external ammo container that they don't matter. Especially since they too are heavier with worse cooling.

I replaced my LS weapon with a Hayashida last raid. It's a charging laser shotgun. It's really cool, except it takes too long to recharge its ammo supply in my opinion. It also seemed to make no difference to my power supply. This may be because my build simply has such an excess to spare. In any case my gut reaction was that it should charge faster but drain energy faster. Maybe there's a different energy weapon I have yet to try that is exactly that?

Which brings me to my next point; I'm going to hold off on most of my suggestions until I've unlocked everything.
However I might sometimes record my though process as to why I've chosen specific gear in this or that testing loadout.
For instance I'm going to swap out my Kyushu A3 [T1] booster for an Acacia [T2] because the Kyushu is clipping into my body and it bothers me. I don't want to do this from a stat perspective because the Acacia is [BoosterSpeed 56, Energy Use 1.25] compared to [BoosterSpeed 55, Energy Use 0.9]. That's not a worthwhile trade in my eyes.

Mecha Knights really needs a loadout option so I can more quickly swap gear tbh.
最近の変更はNilichiが行いました; 2022年1月8日 12時00分
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Raid: Weapon Test
Loadout was identical to above except for:
RH - Lorien LR-35A [T2]
RS - V-MLR-FAE VI [T2]
LS - SM3 Seiryu III [T2]

Full barrage of Seiryu III [T2] cannot destroy a single Missile Red, even if every missile finds its mark. By the way, I doubt Seiryu IIIL is a worthwhile sidegrade. It's heavier and has extra ammo. I'm not interested in slowing down my mech just to have more ammo I'm not using.
It's possible I simply wasn't firing enough missiles for something like the IIIL to be appealing.

Lorien [T2] takes 2 shots to kill a single small red (range type) This is terrible.
A single shot is also an inaccurate spread of two bullets. Because of this it often takes more than one hit to kill slenders and chargers. Worthless at range compared to other weapons. Worthless up close compared to miniguns. I bet it's worthless compared to shotguns too.

V-MLR-FAE VI [T2] cannot OHKO a large arachnid red. For a vertical launcher with only 18 ammo and a verrrry slow fire rate, this is awful.
It can't kill tall arachnids reds either. It erases clumps of medium sized reds and below, and that's about it.
最近の変更はNilichiが行いました; 2022年1月7日 14時05分
Raid: Weapon Test
I had to bail in wave 3 due to being unable to deal with the mass of large arachnids that spawned.

Right Hand: UMPV 47A [T2] Burst fire assault rifle.
Felt worse than the T1 miniguns. Boring and unremarkable weapon.

Left Hand: M130A3 [T2] Flamethrower
Not nearly as satisfying to use as the minigun. Comparable stats to the T1 miniguns. Boring weapon.

Right Shoulder: FHRLS-180 [T2] Spread fire dumb rockets
They were okay. They're poor against all large enemies. Need to try using them against crowds more.

Left Shoulder: LN-24 GRAD [T2] Rapid fire dumb rockets
This thing overheats way too fast. The rapid barrage is cool, but it can take out maybe 1.5 medium reds and a few small reds in the vicinity.
My build has pretty good cooling from what I can tell yet I can barely fire the weapon at a respectable rate.

I'm also going to switch my booster back to the Kyushu A3 [T1] from the HMF7A Acacia [T2] because the increased energy drain is irritating.
The +0.9% (I think this is what 56 opposed to 55 is doing) speed really doesn't matter, just as I thought. What matters is the sustain. It's a difference of 91% energy consumption instead of 63%.
Raid: Weapon Test
Bailed more than half way through wave 4 because the large arachnids paired with missile reds almost killed me.
Once again I had no large enemy removal option. Sustained dumbfire rocket fire paired with the minigun could only whittle them down one by one.

Right Hand: MM-DUAL-GAU30A2 [T1]
Better than all the [T2] machine guns so far and I was missing the feel of BRRRRT.

Left Hand: NN12 [T2]
I was excited to try this since it's a grenade launcher. It's terrible. It runs out of ammo way too fast. Did nothing against large enemies and had pathetic splash radius making it practically a direct damage machine gun.

Right Shoulder: FHRLS-180 [T2] Spread fire dumb rockets
Left Shoulder: FHRLS-180 [T2] Spread fire dumb rockets
I wanted to do further testing with the scatter rockets. They're not great. They need to be fired often and doing so requires finicky finger movement on the keyboard with the default bindings. That is to say, the default bindings are terrible. I'm probably going to switch to playing on controller for finer control of the mech eventually. Which is hilarious, but it's a similar issue to why I only play EDF Fencer and Air Raider on controller.
Back on topic, they were also taking more than a single barrage to deal with medium sized reds.

I'd like to mention that I haven't been using my mounted ammo boxes. I've been wanting to measure different weapons ammo economies without much interference. Picking up ammo in the field only replenishes 30 NN12 ammo by the way. Which is pathetic. That isn't enough to down a large arachnid even if you magdump. I think. Actually I want to test that precisely, pretty sure it didn't though.
Yeah the NN12 is garbage. Pretty sure it took 17 rounds to down a large arachnid. The remaining 13 might have been enough to down a tall arachnid.
The shoulder mounted 2S15D Iset [T2] is okay, kinda. First impressions are that it's worse than the [T1] handheld Iset. I hate that there's no way to make it scatter fire at short range. It's too finicky as is.
The shoulder mounted [T2] auto shotgun is great though. Every time it fires something dies. Somewhat low ammo capacity as it ran out after the NN12, but before the Iset and new [T2] minigun I acquired last time.
The [T2] Dual minigun is a flat upgrade. No complaints regarding its performance, but it's such a marginal upgrade that I can't tell the difference honestly.
I think I'm done for now.
Handheld Hachiman fires too slowly compared to the shoulder mounted auto Hachiman. With less ammo to boot.
Honestly just give them equivalent stats. Auto fire is already a boon and drawback in and of itself. For example, in the Kiev raid the shoulder mounted hachiman kept trying to kill enemies behind buildings.
Also it irritates me that the shoulder mounted miniguns I have in [T1] are worse than the handheld miniguns in [T1]. Why would I ever equip an inferior shoulder minigun when I could equip something in a different niche that does the job better? Also bear in mind that rapid fire shoulder weapons require the fire button be depressed, this is terrible on the default bindings.
Starfire laser assault rifle ROCKS. Perfect for eating away at swarms in the distance.
Ryusei G22S is okay. It's not great at crowd control, it's not great at taking down large targets quickly. But it can do both. In the end I'd rather use a Torden and rely on my new love the Starfire to do crowd control.
最近の変更はNilichiが行いました; 2022年1月8日 16時51分
Raid: Weapon Test
Time of Evac: After wave 8 began.

Right Hand: MM-DUAL-GAU30A3 [T2]
Left Hand: Starfire MLR-X250 [T2]
Right Shoulder: 2x-HVGS-Torden [T2]
Left Shoulder: Hachiman MVRF-14 [T2]

Starfire is one of the best weapons in the game. To the point where I'm considering ditching the minigun. It does what a minigun does, AND can pick off flyers and spitters at range.
I was wrong there ARE times I want to take out targets with pinpoint accuracy. The weapon used to do so simply needs to fire extremely quickly and have extra utility. Starfire is also an adequete solution for distant missile reds. It's also an excellent partner to the Torden family when used to shave off the extra bits of health remaining after an optimal range bombardment. I have no idea how much of this excellent performance is a result of my mechs energy regen.
最近の変更はNilichiが行いました; 2022年1月8日 16時52分
Raids: Kiev and Weapon testing
Time of Evac: start on 21st wave
Reason: i just wanted to reach wave 20 end, i could have kept going but no idea for how many more

Head: YF-33B2 Mithra III [T2]
I picked this one for the good combination of targeting(why on weapon sections), nice HP and long distance radar, it has one of the highest lock on values in game but i dont use lock ons
Torso: Antioch A3 [T2]
Overall good stats imo with a lot of energy and energy regen, i prefer this over HMF8A Hyacinth if im using weapons that dont have to deal with overheat or/and weapons with low ammo value otherwise id pick hyacinth
Arms: Nightlance HSU Alpha [T2]
These have a LOT of cooling and low targeting which arent needed on this build, so why i use them? the weapons i use have rather high recoil value, i find these arms have decent stats plus make my primaries perform better by mitigating their recoil some
Bottom: Kyushu A3 [T2]
Good speed with rather low energy usage is why i use this, with other gear i have my energy never ends because the thrusters never burn that much
Legs: AS2X Hayate [T2]
I strongly believe too these are the best in game, master of all trades kind of deal here

Right and left arm: Ariete S90 Astra [T2]
Im having a really hard time finding something better than this for the late waves, sure early on it takes a while because they dont do too well on the hoarders but its not that bad plus my shoulder weapons can do that job, late waves with tons of heavy armor units you can stay confortably far away dishing a TON of damage non stop and not have to worry about overheating at all, dual wielding these is amazing imo so far nothing gets close to the sheer power these have(from what i have unlocked) late waves especially when you gotta kill fast but stay afar like on the mini boss spider swam waves just keep in mind fire rate is low so i recomend alternate firing both arietes and recoil value is fairly high so i recomend strong recoil value arms to mitigate it, at extreme ranges accuracy can become a problem so having a head with at least 8 targetting value helps a lto here, at 9 on my current head accuracy is almost perfect
Right and Left shoulder: MLR-FAE VI [T2]
Once again having a hard time replacing these, i really wish i had the laser cannons from weapon testing but so far nothing, not even sure if they drop from a specific place or im unlucky on raids but these thermobaric missile launchers are extremely fun at least, 90m blast radius with 15k damage means you can both use it late waves to help your primaries kill heavy armor units fast and use vs large groups of low health enemies for pure devastation, amazing shoulder weaponry that even work at long range once you get used to the arc of the missiles and if aerial enemies group together just a few of these will get the job done, no overheat here but refire late is somewhat low, highly recomend alternate firing unless its a boss also the splash doesnt register properly sometimes if you hit the floor but it always works if you hit a enemy

Equipment: ML-AC-03 x2 on legs, ML-AC-02 right arm and ML-AC-01 Left arm
Preferably id like x4 03s but so far no luck with the drops for the arms, i went full ammo because i think everywhere else but ammo my mech is doing fine, the arietes in special benefit a lot from these going from 150 to a freaking 600 ammo cap if your torso has at least 1 ammo on it, meaning i can wear down heavy armor hordes from afar and take my not have to worry about ammo for a while, the MLRs befenit from these too going to 48 missiles each
Active modules: CH52FV [T1] x4
Imo cooldown on repair kits, ammo kits etc is too long compared to these, sure you cant use them right away you gotta pick it up and wait for arrival but if you know when and where to call it i find i have a constant steady line of supplies that helps me keep going no problem, the weapon on these is useless, takes around 3 shots to kill some of the weaker enemies so dont count on that, i hope a T2 variant exists with either more supplies or a stronger weapon, less cooldown too maybe?
Passive modules: Marsac X-3 [T2] x4
This right here coupled with my mech parts choices allows me to cruise around at 200 to 220km/h without holding spacebar and without energy ever going down, makes crusing around the map really nice and allows easy dodging of projectiles, especially important vs the giant mini boss spider wave since they are incredibly fast and dangerous both up close and afar with acid shotgun shots

Overall i made this build thinking late waves exclusively so it can take a while to wear down early waves because of low ROF weaponry but later on it will be easy to destroy the high armor units and bosses while always staying fast and at a safe distance, i played both on kiev and weapon testing because they are both fairly diferent maps, i find with this loadout you can dominate kiev with ease since the 4 spawns have a straight line to them meaning you can start killing the enemy from very far away on a choke point, this works really good on weapons testing too just gotta make sure not to let the enemy encircle you, since my energy never goes negative i can keep max speed cruising around the map dodging shots np while my weapons deal with them from afar

Here is a pic of my mech since well, might as well lol https://steamcommunity.com/sharedfiles/filedetails/?id=2712619584
♥♥♥♥♥♥♥♥ I lost my post again. I had a bunch of math in it too.

Bullet point version:
I started using the MLR-FAE-VI last night too. Yeah it's real good. Torden splash damage frequently doesn't hit enemies beside the target.
I only have one MLR-FAE-VI, one 2xHVGS-Torden, one Ariete, and one Starfire. So that's what I'm going to be using for the foreseeable future while I grind out the armory to completion.

I've swapped my MK42B Shuriken out for an AHU-4A-Acacia for about a ~5% reduction in total HP, but a ... 6% increase in energy regen. Okay when I did this the first time it was obviously before I had the Marsacs on and was seeing a ~9% increase. The Shuriken looks cooler anyway so I'm going swap back to it lol. There was also a negligible +3 to total mass.

I have the Nightlance [T2] shoulder modules, but directly compared to the SMU-A2 Siege Bastion [T1], they have
~27% less HP (minus ~6% to total HP)
75% worse targeting (The high targeting of the Bastions is likely why I've found targeting boons on the heads meaningless. Curiously neither shoulders are making a change to the targeting stat on the total readout. Which hangs on 96 either way.)
~18% higher mass (This is resulting in 123% effective speed instead 126% on the total readout.)
In return for
140% better recoil (I still haven't noticed recoil's effect on my aim.)
50% better cooling (A 3% increase even with my coolers swapped out for marsacs)

I don't have any passive marsacs, but I have shoulder units.
Swapping out my shoulder [T1] cooling units for [T1] Marsacs is giving me a
~12% decrease to cooling
~44% increase to regen
Since you confirmed my suspicions about whether or not infinite boost is possible I now need to achieve it so that I too may move at three times normal speed.
Additionally there seems to be some errors in the stat page. The ANPVS3s and Marsacs either both have hidden 0.5 values, or are each adding 0.25 to a hidden 0.5 on my mech.
What the ANPVS3s are doing to my cooling as they're added:
140/149/159
What the Marsacs are doing to my regen as they're added:
33.72/41.22/48.72
ANPVS3 is listed as 9 cooling. Marsac X-2CC is listed at 7
Comparing ANPVS3 to Marsac is showing +10 cooling next to the 9.

Ah I also made a point about how your use of the supply drops reminded me that I only stopped using them during the campaign to conserve cash. Since they give multiple ammo and health pickups they're clearly superior to the internally mounted options. Albeit the internal health does have utility as a panic button.

Oh and my T2 torsos mostly only offer increased health in return for increased mass.
最近の変更はNilichiが行いました; 2022年1月8日 17時03分
I just did a wave 15 Weapon Test raid.
I'm 50% confident that the Ariete is the best weapon in the game. And that reason is ammo economy. I'm reticent to call for reduced range, as it's a Rail Rifle so it BETTER have some long distance punch. And reducing its damage would make it unsatisfying to use. It's a pop gun :D

Dual Torden: Ammo 60
Warden = 1 shot + scratch? OR 2 shots = 60 or 30
(scratch can be further divided into 1 ariete + scratch)
(Torden has splash damage, but it's so small that I've never seen it hit two wardens. It might be possible though, but not something to be counted on either.)
Walker = 1 shot = 60 kills
(Never seen two walkers go down from a Torden either, too far apart.)
Missile Artillery = 1 shot = 60 kills
Medium and small red ammo economy is dependent on swarm density.

Ariete: Ammo 500
Warden = 5 shots + scratch = 100 or 83 kills
Walker = 2 shots = 250 kills
Missile Artillery = 2 shots = 250 kills
Most Medium Reds = 1 shot = 500 kills
There is a variant of the medium humanoid that is = 1 shot + scratch (It's brown, shinier, and has more prominent back protrusions.)
One ammo clip restores 100 ammo.
It's outperforming the Torden across the board. The only category the Torden could potentially beat out the Ariete in is swarm control, but rapidfire weapons and MLR-FAE-VI are the better options for that.

MLR-FAE-VI: Ammo 40
On its own against heavy units this thing either underperforms or beats out the Torden due to splash damage. Additionally on its own, much like the Torden, you're likely going to be overwhelmed unless you pair it with a finisher. Against dense swarms this thing beats the Torden no contest. However against spread out targets Torden is always the better option.

Starfire has infinite ammo and thus perfect ammo economy, but cuts into booster regen. Very cool weapon allround. I didn't have enough regen to boost and fire forever, but I could do it a LOT. It's low dps makes it most suitable for erasing small reds, deleting medium reds after a moment, and serving as a general purpose scratch damage solution at nearly every range that matters.

Anyway thank you for coming to my TedX talk about why DPS is less important than ammo economy in Mass Action Shooters.
最近の変更はNilichiが行いました; 2022年1月9日 12時10分
I acquired leg mount Marsacs.
Swapping out the ammo boxes produces a ~17.4% increase in my energy regen.
Total HP reduced by ~8.5%
Ammo count reduced by two refills, obviously. Not like I've been using them.
Mass reduced by ~2.2%. No change in effective speed readout.

I'm swapping out my Ikari Z2A [T2] booster for a NS-20 Lightning-I [T2].
Gaining +75 HP, +97 Energy Cap, +1 booster, and dropping -1 Mass.
All the while I'm only gaining +0.06 energy drain.
Stat changes insignificant.
Aesthetic changes are an improvement!

Also swapping out Dual Torden for second MLR-FAE since the Torden only outperforms the MLR-FAE against single targets.* Ariete and Starfire can handle all single target duties.
*So long as user error when firing is minimized.
最近の変更はNilichiが行いました; 2022年1月8日 15時37分
Nilichi の投稿を引用:
Overall thank you for the information you posted here, a lot of interesting and useful stuff

Raid: kiev
Time of evac: wave 41 https://steamcommunity.com/sharedfiles/filedetails/?id=2713342947
Reason: almost died a few times during wave 40 so didnt wanna risk going further, after checking my items seems i was right to extract since i only got 2 new items the N122 [T2] and A-RL81 [T2], both interesting weaponry but my currently equipped ones are better

All of my body was the same but i swapped arms for bastion [T1] and overall it was a great upgrade! even though i was using Nightlance [T2] arms for better recoil, the extra HP
on the Bastions [T2] actually saved me multiple times where i got really low health and would have died if i had Nightlance [T2] instead, the stats i lost made virtually no diference whatsoever so thank you for the comparison

All of my weapons were the same, i wanted to push this loadout to the limit because its kinda easy to cheese kiev once you learn spawns, by around wave 39 i thought that i could go for a long time because of the bridge choke points and you can sit really far with x2 arietes and ocasionally lob warheads with the FAEs, the only scary waves were the ones with a massive ammount of giant spider mini bosses(one of these was wave 40 where i almost died) anything else was very manageable, past around wave 25 the drops started to appear a lot more, so much more i never dropped bellow 400 ammo and pretty much always had health pick ups around the map plus the 4 supply helis always ready to bring more

Now that i know ammo isnt that big of a issue later on i wonder if shoulder mounted weaponry would be a good idea? i played around some with dual FAE-ML-2 and they do good damage, 3 mines on a magazine and every 45 seconds a mine regenerates, ammo doesnt reload them and as far as damage its the same warhead the FAE launchers at 15k damage and 90m blast radius, not that useful vs slow enemies but the fast ones detonate it right away and if youre feeling daring you can pass by enemies, deploy the mine on their feet and it explodes, its the only extra damage i see atm being viable on that slot since turrets are virtually useless on late waves and the Coax guns ive seen so far were really weak which i wish wasnt case, the Coax GAU-15 looks really cool i wish there was a stronger variant or more variants of other guns

Another test i ran was
Raid: kiev
Time of evac: wave 4
Reason: weak loadout

All body parts were same

Arms: Furious-S15B [T2] x2
I was trying a close range loadout, since my long range one worked so well i was wondering if a close range one could work even better...? not with these shotguns since they performed quite poorly vs the heavy armor enemies
Shoulders: MLG-01 Grenade Wall [T2]
These seemed my best choice for high damage close quarters and honestly they arent so bad is just that there are better choices, one very interesting thing though is that if you hit ground but no enemies the grenades leave a long lasting fire effect on ground almost as if the grenades are napalm or like the flamer effect but after shooting multiple times in front of enemies i can confirm its sadly does no damage, would be a interesting weapon if you could lay down fire damage on ground with it plus the direct damage impact

Equipment, active and passive modules were all same

Overall it didnt have the great damage my other loadout has even at punching range

I am currently experimenting with a dual Hayashida_T98MK_ASV loadout that will focus around energy weaponry(not sure what to put on shoulders yet), will post a comment about it once i do a good run with it
Raid: Weapon testing
Time of evac: wave 5
Reason: loadout cannot deal with aerial enemies well

Head, arms and legs are same but since this is a energy focused build
Torso: HMF8A Hyacinth [T2]
I picked this over the Antioch [T2] because i wanted more energy regen and cooling since my weapons now used both energy and heat, i feel like it worked well since i still got infinite energy but the heat generated on my weaponry is so low i feel keeping the Antioch could have also worked well since these weapons got a issue with ammo
Bottom: SMU-A2 Siege Bastion [T2]
For this run i decided to swap my Kyushu [T1] for something with higher energy cap since i was expecting my weapons to consume a lot of energy but i dont think it made any diference aside the extra hp which i didnt see much use on, went back to the Kyushu [T1]

Arms: Hayashida_T98MK_ASV [T2] x2
Stats wise these are pretty interesting, 2600 damage and at full charge a total of 36 projectiles means if you hit all of them in 1 target you get 93000 damage in total, it can easily 1 hit kill the heavy armor enemies even from medium distance, on the stats it has maximum effective range but i feel it doesnt work past medium because its very innacurate after all its a shotgun shotgun really and also something that kind ruins it is ammo, not only does it regenerate very slowly but a fully charged shot consumes close to 60 ammo! you get 336 on these so it goes by fast and also its really, REALLY bad at early waves to deal with the weaker targets and nigh impossible to use vs aerial targets, something else is needed to help with those most likely FAEs or something else these are basically a energy version of 1S15E Iset [T1] gameplay wise which are pretty good themselves but overheat really fast and it sadly doesnt tell how many projectiles per click it sends, might be about same if not better than the Hayashida
Shoulders: Hayashida_T98MK_P [T2] x2
These are actually better than the arms one for some reason even though they are suposed to be the same weapon since it does 2900 damage per projectile for a full charge worth at 104000 damage and it also comes with more ammo at 400 base but has the exact same issues the arms ones do, slow recharge and very ammo intensive, i went with 4 of these because the arms ones alone ran out way too fast, i saw some potential ammo wise with 4 of them since it started to last me a decent while but still cant deal with air and weaker targets effectively

Equipment:
Right and left shoulder: FAE-ML-2 [T2] x2
These are a nice bit of free extra damage but sometimes i forget to use it, the 45 second cooldown for every mine is rather long too, i feel just carrying extra ammo for shoulder FAEs might be better after all
Right and left leg: Marsac X-3 [T2] x2
Once again i was thinking that my weapons would suck too much energy so i went with EVEN more regen, i think these might have ended up being overkill though and not necesary since my energy never went bellow 100% even though i was firing and boosting a lot
Active and Passive modules were all the same

Overall i feel this build has strong potential if somehow can get a LOT more ammo here and something to deal with aerial targets better, the kills on the heavy armor units are very fast, with full ammo equipment arm ones go to 504 ammo and shoulders to 600 so maybe then you can just afford to spam out the air waves but it will take forever and also a obvious issue here is that since youre using laser shotguns you cant keep safe afar where dodging shots is easy, you gotta do fast passes by your enemies and hope you dont get hit much or you can kill them really fast which is definitely possible with this loadout, if there was a way to speed up the ammo regen on these i feel this could be a better loadoud than dual ariete and dual FAEs
Yeah I briefly mentioned the Hayashida family earlier I think. They're almost good weapons. When they have ammo they have good tempo, meaning they're satisfying to use and beat the swarm back nicely. Problem is as you noted, they aren't sustainable. Mind you they are technically sustainable. Since you can simply kite enemies and wait for regen, but that's boring.
Yeah I just found a half formed thought amongst my notepad notes:
"Hayayayaya:
Simply put, it reloads too slowly. It starts with excellent combat tempo, but cannot keep it up.
It oscillates between being really fun to use, and not fun at all. All the while its energy drain felt negligible to me even before I slapped any Marsacs on my mech."

I recall my gut reaction being to increase their recharge and energy drain. The energy drain increase needs to be handled delicately as booster management, Marsacs, capacitors, and energy weapons are all pushing and pulling upon one another. Any revision to the energy economy has to have the full picture in mind at all times.
By the way Batteries/Capacitors are basically worthless additions to any mech right now since you're sacrificing the ability to go over parity with regards to energy regen.

I want to blow up that irritating railroad on the weapon test map. It's lowering my combat effectiveness.

I've been wondering if Tordens have the MLR-FAEs beat in the Kiev raid in terms of general utility due to how enemies tend to form thin lines heading towards and over the bridges. I'm thinking it may be more important to employ the Tordens stronger ammo economy against Wardens at a distance. There's also very little space to even try to kite enemies. You can "kite" through side alleys to lose your pursuers, but this isn't the same utility as setting up an optimal MLR-FAE target.

Ammo economy is why coaxial guns suck by the way. I don't even have to compare stats to tell they're not going to make a difference in the ammo usage of your primary weapons. Meaning they're just dead weight. Maybe they give millisecond faster time-to-kill against heavy units when employing sustained scratch damage. Big whoop.
最近の変更はNilichiが行いました; 2022年1月9日 12時05分
Raid: Yerevan
Time of Evac: Like halfway through wave 13. Health became uncomfortably low. I wanted to round out my T1 gear collection. This ended up being a dense city map. I relied more on my walk speed than my boosters.

Right Hand: Ariete
Left Hand: Starfire MLR-X250
Part of why I keep this with me is to erase flyers.
Right Shoulder: MLR-FAE-VI
Left Shoulder: MLR-FAE-VI
I've noticed the MLR-FAE are more than 50% lighter than Tordens. This is a strong point in their favor.

Head: MK42B Shuriken [T2]
Favorite head design in the game. Shame about the power drain. Has solid HP opposed to most of the competition though.
Torso: Uran-B [T1]
Looks good, low mass, goes fast. The HMF7A Acacia [T2] has equivalent mass but no extra ammo. The Acacia may have an arguably better stat spread if you pack on magazines elsewhere.
Arms: SMU-A2 Siege Bastion [T1]
I hate how these look. Considering swapping to the Kakusai, health will even lower if I do...
I'm eyeing the [T1] Kakusai or [T2] Typhoon for increased effective speed. Not sure If I should take the HP hit. I'm going to try the Typhoon next time. It's giving +5% effective speed as opposed to +2%.
Bottom: NS-20 Lighting I [T2]
With this on my quickboost cost is 104, Ikari Z2A would be 103. The NS-20 looks cooler, so it stays.
Legs: AS2X Hayate [T2]
I do not believe there is a better pair of legs in the game for any build.

Right Shoulder: Marsac X-2cc [T1]
Left Shoulder: Marsac X-2cc [T1]
Right Leg: Marsac X-3 [T2]
Left Leg: Marsac X-3 [T2]
I just realized that the shoulder marsacs have better regen than the leg mounts.
The leg marsacs compared to two leg mount ammo boxes are giving me +8 energy regen, and +1% effective speed, in return for -1110 HP, and -2 ammo cap. Swapping back.
Lowering my mass by changing arms has also dropped my boost energy consumption by 4% and my quickboost cost to 99 from 105, and this is with the ammo boxes back on.

I realized a potential problem with my ammo economy calculations. I had MAGAZINE extensions on my legs. I thought they were on demand ammo resupplies I was ignoring.
The proportions of kills are probably fine though. Whether or not magazine extensions cause the economies of different weapons to scale differently will need to be double checked.

Firing the Ariete and Boosting was unsustainable indefinitely, however the drain was very very marginal. I'm torn between more ammo and near infinite boost, which is less tactically useful on city maps. Would be real nice to have loadout swapping...
Actually I already had very slow capacitor drain with only 2 [T1] Marsacs. I can use the HSRU-AT3 if I ever actually get too low. Haven't really been using it since I've unlocked perma-boosting.

I'm going to see if leg actuators even do anything.
最近の変更はNilichiが行いました; 2022年1月9日 19時31分
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投稿日: 2022年1月7日 13時20分
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