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I also found out from poulanc's BBQ King Crab guide that infernos are only for missile hard points, so maybe clarify what to look for in shutdown builds, or reference poulanc's guide.
Any others weapons for 2+ shots to kill is bad choice - every damage reduction drop kill chances with 1 strike to 0.00000001%. Enemy mech in forest with bulwark is typical picture in every battle.
Nice headshot guide for mech farm is ready. Don't thank me)
Could you explain what the "vs 3EC" means in the support mechs table? Think i've overlooked something big.
The setup I've had the most success with has been 2 MADs, 1 inferno support, and a "wildcard" that is okay at headshots but also does something else. I can technically take 3 MADs since infernos are reliable enough for me to count on 3 called shots on every round after the first. However, I'd rather replace the 3rd MAD with something like a Phoenix Hawk for the mobility or a Cyclops for the initiative. Note that both of them are good enough at called shots to finish off what a MAD started.
this implies resolute morale and 4x +++comm mods ofc.