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Marksmen rifles. Their terrible range doesn't justify using them instead of a run and gun with AKs.
Alpenglow beam, super weak, super short range. Supposed to be made up for by heat damage, but any beam is better. And at that range, use a shotgun.
it takes nearly half a turn to fire and is inaccurate as hell but the massive blast radius has been hilarious against close packed reinforcements dropping into in urban environments (genuinely couldn't have done the capital without it).
Little tip with the cannon: use the terrain target for trick shots.
The blast radius makes up for the inaccuracy and you can still reliably land the shots in a cluster, on corners to hit things behind cover, or well beyond range.
Weapons with high damage/shot generally have low damage/action. I find them overall slightly more effective than their high number of shots / low damage counterparts, because high damage/shot gives you a much higher chance of destroying a part, and that's how you disable enemies.
Machine guns need good perks to be useful. Because their stats are exaggerated, perks will also exaggerate their strengths. MGs with Quick Loader and Expanded Magazine or Concussive Payload can hose down an entire line of enemies in quite a shockingly small amount of time. They are harder to run than ARs and also need better parts (good dash distance is a must), so overall they are more a mid-game to end-game option.
Cannon rounds can have as big as area of effect as a missile explosion.
Its probably the weapon in the game where effective range is LEAST important, because even if you miss but the shell hits nearby, you will do some damage.
Put a +Exposion radius mod in it and watch it annihilate mechs left and right.
- Machine Guns - are good. Theyre just a variant/different philosophy than assault rifles.
Assault Rifles (AR) you can shoot on the movie, machine guns you cant.
Assault Rifles are for poke-n-shoot, doing moderate damaging.... Machine Guns are step out, rinse a target, step back in (they have longer attack times)
Machine Guns have a range between SMG and AR.
Put an extended mag mod in a Machine Gun and use it right, youll get a kill (or knockout a pilot) every time u use it.
- Beams - remember the BEAM HAS A WIDTH... meaning you dont just attack ONE part of the mech, you attack ALL OF IT AT ONCE, and because of the penetration, youll attack through the shield, every part of the mech, and its back.
This makes people thing beams dont do that much damage - they do HEAPS of damage, insane amounts, they just spread it out over EVERY mech component.
This makes them excellent for burning down armour EVERYWHERE all over heavy mechs, then running, so mechs with lighter weapons can finish the job.
...all the weapons have a role. Some are more niche than others. Some are harder to use/deploy to be effective than others.
As a strategy tactics game, its your job (and part of the enjoyment) to discover how they work and in what situations.
I actually like Alpenglow or any heat weapon, it has it own style and way to use. Heat weapon has something like bleed prog in ER, I'm not fully understand how it works but when you build enough heat, the enemy mech would just self explode, dealing ton of dmg to itself and becomes crashed. And most of the time, while it can't out right destroy the mech, but it's enough to force enemy pilots to eject within 1 round.
And Alpenglow has absurd amount of heat per second that can trigger that heat prog easily.
Although there are 2 thing that limit usefulness of heat weapons.
1. It scales with level like concussion dmg, ~3 levels lower than enemies can make them useless but also super op when it's the same level as enemies.
2. Rain, needless to say they're useless under rain.
On top of that they tend to have low heat generation and super light, so they can be pretty efficient alternative weapons beside concussion weapons.
One weapon I also want to mention beside Alpenglow is IS Dragon. While it doesn't build heat as good as Alpenglow but it has super wide optimal range, high accuracy, high rate of fire and still can deal decent kinetic dmg with low heat generation. If you're bored with AR, you should give it a try.
Devs are on the nerf path.
Alot of the guns are garbage popcorners.
The game does a horrible job at giving you a practice range or testing scenario to even try whatever it is you just got in the last battle that had no final turn replay.
Its the future but no simulation? got prediction software but you cant play out a little scenario with no repair problems..
Cannons were a Salvage option, they are worth more like a credit card.
But they were nerf'd.. like everything the devs are touching atm, nerf for everything, not replacing anything or adding anything, just nerfs.
Idk if they think theyre fixing it or causing people to want to talk less.. idk but we can make them nerf their game into the ground if we keep on talking, coz they dont seem to know any better.
This thread has probably given them more nerf ammo for their next patch.
One of the biggest problem this game have is it's lack of content, and the fact that the player is a 5 second god, meaning enemies tend to be defeated in 3 turns anyway.
https://steamcommunity.com/sharedfiles/filedetails/?id=2945850582