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I presume it makes sense in early game to concentrate on optimizing against Terminids or Automatons as it is initially going to be too expensive to try to build up both.
Against bugs, switch Vitality and Stamina, everything else is basically the same.
But the BIGGEST thing to learn about using the AMR is that the sights are misaligned low and to the right. Out to ~75-100m, you can just use the top left corner of the box in the scope as your "crosshair", but even further out you'll have to hold even further down and right. Once you get a feel for it, it's not too bad.
Its also very useful in other situations, it can be used as a wall, it can lock down a choke point and bot drops too can be imobilized. Low cooldown, really fast deploy and short initiation + no friendly fire accidents.
The EAT is much better then people think. Its not 2 shots per call-down its 3, because the bulb you throw sticks to enemies and the hellpod does damage. One is usually not enough to kill a charger but enough to heavily damage it. So you can even get rid of one charger with just the calldown and then use the two launchers to deal with its friends.