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The weapons need EN output to function and legs strong enough to suport their weight, so you pick a generator and legs that fit.
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Among the legs that fit, there are several furhter consdierations to make, namely leg type, armour, and overall weight.
In the "leg type" category, there are reverse joint legs, which can jump high and far and will lengthen your quickboost, but are ususally lighter on armour; tetrapod legs, which can carry significant weight and let you fly in the air for prolonged periods of time, but are pretty heavy; tank treads, which can carry the most weight, allow you to drive like a madman, but are poor jumpers and fliers and are extremely heavy; and bipedal legs, which don't have any specail effects, but also have no drawbacks. Pick the ones you like most, or the ones that suit your theme best.
In the "weight" category, the heavier the legs are (and more broadly speaking, the whole mech is), the worse the peroformance of your boosters will be. Specifically, with more weight, quickboost take more time to recharge and propell you to smaller distances, regular and upward thrust is slower and more energy-consuming, and assault boost is slower. It is generally best to pick the lightest legs that can still carry the rest of your mech, unless you don't care much about boosting.
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When you pick the generator, it is imperative that it can support the energy drain of your mech. If it can't, the mech won't be able to move. The three key stats to worry about are Total Energy, EN output, and Recharge Time.
Total Energy is simple - it's the amount of energy you can expend at once with needing to recharge. Each generator has its own number, it no other part affects it. Your main concern with this stat is the amount of quickboosts you can perform without recharging. A stat Quickboost EN Cost will tell you how much a single quickboost will drain; divide Total Energy by Quickboost Cost, and you'll get your number. Typically a quickboost costs ~600 EN, so a 2000 EN generator will grant you 3 quickboosts, while a 4400 EN generator will let you boost 7 times!
EN output is how much energy the generator gives to your mech's systems. If Total Energy is storage, this is immediate output. If the generator is too weak to support your mech's needs, the stat will be set at 100, and you won't be able to sortie with this mech. The lowest viable velue of this stat is 1000. If your mech has 1000 EN output, it means it makes extra 1000 EN every second. If your mech has 1000 output and 2000 capacity, it will fully recharge after draining in 2 seconds. A 4400 capacity generator will take 4.4 seconds to recharge. Thus, it is best to keep this number as high as possible, so that you don't need to stand around doing nothing, waiting while your energy reserves recharge.
Recharge TIme is how long you have to wait before the generator starts recharging energy at all. When you use energy, it doesn't start recharging automatically, but with a delay. This is that delay. The smaller it is, the better, though any values under 1 second are usually more than enough for most mechs.
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Once you have your legs and generator, it's time to think about the core. Mainly, the core is responsible for the bulk of your armour, but it also significantly affects your boosters and generator. Specifically, a core modifies your EN ouptut, increasing or decreasing the amount your generator's specifications provide; it similarly modifies generator's recharge time; and it change Quickboost EN Cost and recharge time. Pick a core that suits your needs most. Do you want more enrgy for your weapons and to lessen that recharge time? Do you want to quickboost often and more effectively? Once you pick, do't forget about the core's weight - you may need to revisit your legs or other parts of your mech to ensure it is functional.
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Next up, arms. While contributing to armour, arms also influence your arms weapons' accuracy and your melee weapons' damage. The stat Firearm Specialization deals with the former, and Melee specailization governs the latter.
Firearms Specialization is a percentage multiplier to your accuracy. Normally, accuracy is the domain of FCS, but arms make their contribution too. If your FCS says you have 50% accuracy at a certain range, but your arms have 160 Firearms Specialization, it is safe to say you will rarely miss at that range. Conversely, with 75 Friearms Specialization you will basicaly never hit with anything but the Gatling guns.
Melee specializtion is a percentage modifier to your melee weapons' attack power. If your weapon says it deals 3000 damage while charged, with 150 Melee Specialization arms it will actually deal 4500 damage. Conversely, with 50 Melee Specialization, it will only deal 1500 damage.
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Next, heads. Aside from armour, their main stats are status effect recovery and scan-realted stats. Here, just pick what you like best, as anything other than armoour is not very consequential in this piece of equiplent.
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FCS is your targetting module. It determines how accurate your shots are, and it segregates by type of shot and range of fire. It has different values for close range (<130m), mid range (<260m), and long range (<400m). It also has values for missile tracking, one for single-lock and one for multi-lock. Pick an FCS which corresponds best to your playstyle. If you liek being in melee range, give priority to good close-range FCS's. If you like shooting from the middle, you need a mid-range specialist. If you like using missiles a lot, you need a missile-oriented one. Decide which things are more important to you and focus on them.
Hand weapon accuracy can be supplemented with good arms to a point, but shoulder weapon accuracy cannot. So if you want to shoot your arms weapons a lot, but also want to ahve lots of shoulder missiles, it is best to use a missile-oriented FCS and high Firearm Specialization arms.
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Boosters deal with everything boosting, and that means literally everything. There are many stats to consider. Quickboost speed, distance, rechacrge rate, EN cost. Normal thrust speed, upwrad thrust speed, upward thrust cost. Assault boost speed and cost. And melee weapon thrust and cost.
The last ones are of particular note. Low melee thrust will have you hit basically right in front of you, but high melee thrust can propell you half a kilometer to your target before you make a strike. Having high melee thrust values is very benefitial to melee-oriented builds.
However, you must also consider your weapon of choice. Laser Lance, for instance, has its own propulsion while charged, which is not affected by this stat. Pile Bunker, while charged, never moves forward even with high melee thrust. Uncharge though, both of these weapons heavily depend on the stat.
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These are the basics. There are further considerations to make, but I trust this will be more than enough for now, and you'll be able to find more intricate details on your own.
Then I squeeze every ounce of firepower I can with what's left.
Of course some missions call for better range, weapons with more ammo, heavy tanky with extreme fire power etc.. so I adjust around that. I always save my "primary" config though so I can just reset to that once I'm done with the mission that needed changes to my loadout.
It's about as niche and relevant to your build as this would imply. Although idk maybe for pvp since the meta is shifting to shock builds and everyone's running around with needle guns, it might be useful, though I doubt most engagements last long enough to justify it
Everything after that is either style or build decision.