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An ideal setup would be a machine gun and rifle. The latter can do huge damage to a single part, and if it's not outright destroyed the machine gun can finish off the damaged part due to it's higher accuracy. Plus, in the event you lose an arm at least you'll still be equipped with one gun, giving you some limited offense instead of being a siting duck. You'll need to use a body with the highest power output in order to equip 2 guns, as well as the arms with the best accuracy modifier
A long range setup would be something like 2 launchers, and maybe a machine gun for limited close range defense. Although the sheer weight of 2 launchers pretty much forces you to use a leg that has the worst mobility, meaning you can't run away (it's do or die) You could also substitute a launcher for a bazooka, they weight a lot less and functions the same as a launcher (and can be used in short range as well, but with an accuracy penalty)
A shield on the shoulder is always a good idea no matter what build you're using. It increases your unit's evasion, at times it can even absorb a hit from a gun or launcher, doing no damage to you, and it doesn't even break
- two short MG, as much shots as possible.
- two long multi-missiles
- torso with most energy
- arms with most hit/HP ratio
- legs with most movement
Of course, exception exists like wanzer for chinese girl because she's melee specialized.
While that setup is possible, it restrict your body to the one with the highest power output, which has the lowest HP (you cannot run around with a high HP body while under such heavy load) I get it, it's uniform and ensures if you lose anyone or someone gets crippled another unit can easily pick up the slack, instead of losing a specialized unit with no fitting replacement
Melee is good with First and Double battle skill, but that's assuming you even learn them, much less have it activate frequently. Battle skills are about the only thing that'll make or break you later on, at some point late into the game trading shots back and forth is just not feasible anymore without taking heavy damage in the process. In the past 20 years I've only seen Switch chained 4 times in a row 5 times
Focus fire is usually the go-to tactics for any kind of strategy games, outside of AOE spam.
The no brainer built seems to be a mobile missle platform, allowing for early and flexible engagement without exposure to counter fire. the v3 skill that allows for selecting the wanzer part that is shot at kills standard enemies in one salvo usually.
the missle platform strat rans in my experience into problems when confronted with a lot of enemy missle platforms attacking at once too. High losses are possible here.
the close combat built doesnt really shine until 2-3 skills are unlocked, but then its pretty derpy. stun + switch + first strike is very very deadly
she short built did not shine for me until i combined double salvo weapons with the v2-3 skill that allows for switching weapons and fire a second time in the same turn. that dispatches most standard enemies in one turn
Rifle/Bazooka/Flammer what ever has most DMG for your level
Armor plate for one arm
Highest DMG Missile launcher for the other
Biggest Backpack you can get
Bestest CPU you can get
Legs that help in the upcomming mission, wheels/hover/track for urban if you like
otherwise just use the highest tier parts before each mission.
for arena: use smallest wanzer with the biggest backpack and your highest DMG missile launcher + character that can select diffrent parts as target.
certain weapons allow you to unlock certain skills first, i think MGs have a higher chance to learn switch first iirc
dont listen to those base stats of only 8 x 5.
8 hits of 1 damage will give u more SHORT EXP then 1 hit of 8 damage. more SHORT EXP more damage with short weapons and faster unlock of pilots skills like DUEL, SPEED, SWITCH
i finished bother stories wioth both kevin and royd use 2 MONSTRO - 10s , duel lvl 3, speed lvl 1, switch lvl for a single attack that could do a total of 1760 damage. lol the guns dont kill people pilots do. by it self 1 monstro- 10 does only 8 x 5 damage in my hands they do 10 x 88 damage . XD
That in it self is dangerous, there's a gap for mele weapons starting somewhere in the middle of the game where you don't get any new ones and bare hands do a lot more damage than the mele weapons.
I haven't had any trouble with that, if anything my launchers easily win those fights without damaged because of no return fire (unlike engaging in short range where I still get punched in the face) and the Guidence skill. Focus down the weapon or the torso. If they survive they'll tend to run back to the repair trucks if there are any and not shoot you. Return damage becomes less of a problem for short range when you have the skills to take them out before they retaliate but that will take a while to achieve. Granted I did farm the arena for tons of cash and xp so I had a tech and skill edge every fight.
As for mech builds, every time new chassis get unlocked there is usually a clearly superior option to every body part, usually the ugliest torso, that offers clearly superior stats across the board. There's a bit more options with weapons depending on your preferences but multiple shoots machineguns are flat out better than single shoot weapons.
Multirole are frankly not worth it: so penalized in accuracy when speed legs are so good, the missions so short, the enemy so focused on closing to short range and the resupply so easy that dual launcher ranged build will not need them and everyone else can close the range easily to make use of better weapons.