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Honestly, once you get really proficient at the game, you don't even need them. At this point, I just pick whatever will make the game go faster.
For the mechs though, I prefer a well placed Metal Slug, as it has 3 attacks per turn.
But I guess I always grab a Metal Slug, Slugnoid or Aerial Strike if those are available. I've learned to like that Adrenaline Shot if only to trigger Marco's Tactical Strike at the start of a boss fight. :)
https://youtu.be/3yagnJ4eJ-Q?si=BblFShfJdh_kAnmt
Metal Slug: Although I love it and did an entire edited video of it in action (see above), it's most useful on a map that's mainly one flat service - not elevation changes everywhere, since the Slug can't traverse that or gaps in terrain. It's also not great on boss battles where the giant boss is drastically moving far distances, because moving far gobbles up Slug's fuel and reduces fuel's availability as ammo.
https://youtu.be/vNAkoYSxHXE?si=gsfKnveNbVTLfW27
Slugnoid: Slugnoid lacks Slug's main gun power; however, it can hover-traverse gaps in terrain and any sort of elevation change. It also carries more fuel, and its two cannons are economical on using them for ammo.
Adrenaline Shot: This is obviously great just for enabling your squad to use their most powerful abilities more often; and esp. helpful for enabling the 12-adrenaline-gobbling Tactical Strike aerial strike.
Aerial Strike: Powerful 10-HP strike over a large square area, it's great for bosses or breaking up large groups of enemies fast.
Some other Assets I haven't had the chance to use much. One gives your squad all heavy armor for a turn and that could prove useful if you're low on 1Up Revives.
Maybe they could put a gas station on some boss maps. :)
Otherwise, in general, i think +10 adrenaline is the best one.
It basically makes your squad able to use abilities infinitely for the duration of a fight.