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semiauto shotgun/shield (close combat specialist)
Assault rifle/shield (midrange specialist)
Machine gun/shield (midrange fire support)
Shiper rifle/missile (long ranged support)
Later changed the sniper out to a full missile build, as I couldn't find another leveled sniper rifle - honestly, despite all the discussion of the OPness of missiles, I didn't like it as much. Missiles take too long to get to the target - I want the target dead this round, not next round. It's also hard to know how to plan, since the long flight time of the missiles mess with my ability to distribute damage where I want it.
This became moot when I designed my first mech from the ground up... around a UHMG... :) so, now THAT'S the long range fire support!
Two mediums with SMG's and tower shields for a flanking force out each side.
And one stupidly fast light with an assault rifle to cover one of the flanks and swing into the rear arc. And tower, of course. Bestest shield friend ever. Why pay for repairs...
Heavy machinegun with melee backup
Sniper with railgun side arm (dummy good)
melee shield
assault rifle with an ajax shield
UHMG-Heavy mech, boi can't walk but put the atlas thrusters on him and jump around
Railgun-Consistant damage, can hide behind a hill and just pick off weakened enemies.
Plasma Ball Launcher with Blue increased area of effect enhancement-This boi is like 4 levels behind the curve but still kills everything, manual fire into the middle of the squad and watch all the light mech's crew get pasted. Bonus points, more salvage! Downside, why is there so much gore in this cockpit?!?!
ML10 launcher, heavy mech with a heavy shield- I almost feel bad for the brain damage this pilot has taken, he basically exists to draw enemy fire away from the plasma launcher. Rarely gets out of the line of fire, get him some Vidar heavy armor and he'll live through everything. Gonna have ptsd for life though.
Plasma launcher running all medium chassis with max heat dissipation. Secondary is an SMG when splash damage would result in friendly fire.
Hornet launcher running medium/light mix, high movement. Secondary is another SMG.
Melee weapon, lately I like the long blade with stun. Secondary of direct fire MLS. As heavy as I can manage while still having decent run speed.
This squad is designed to fight in mid range and cover each other using high burst concussion damage. The biggest source of direct kinetic damage is the melee mech.
1 snipy boi with autosniper and, yet again, high head dissipation for constant fire and scatter buffs.
1 shield boi with my concussion weapons of choice for frontline support of UHMG.
1 mid range with auto-railgun for cleanup DPS support for snipy boi.
the sniper and UHMG do the most killing and the other 2 clean up the rest and keep their attention.
1 Heavy Shotgun&Shield with Long dash
1 Heavy Axe&Pistol with Long dash
1 Light Sniper
1 Medium Railgun Striker
1 Medium Missile boat
I swap around when other are damage, Axe and UHMG are good for farming due to high concussion, other units are just support.
Works very well that all my lvl 11 gears can regions skip to fight lvl 16-17 enemies and farm a lots of overlevel gear now.
RA2 Lancers with Supercharge and Liquid Cooling put out a staggering amount of single part destructions per turn, and then RF Fluxes with the same clean up anything left standing.
I don't use missiles because they travel way too slow for my liking. The ability to shoot through even hard cover means my effective DPS with railguns is much higher than with their chemical equivalents.