AirMech® Command

AirMech® Command

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Which AirMech should I choose?
By InsaneFirebat and 1 collaborators
Some brief descriptions of each AirMech class and its abilities. Also a link to a Google Spreadsheet with lots of stats!
   
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AMC Data Spreadsheet
This spreadsheet shows detailed AirMech stats at each level, as well as info on AirMech abilities and unit stats.
https://docs.google.com/spreadsheets/d/1k7pK5eAXGRcXitUcPYI6CHROGo859S-_LJOkYW7pRRI/edit?usp=sharing

Striker
A good all-around fighter that excels at dogfighting and dispatching small groups of units. On the ground, its primary ability is the Power Sword. It swings in an arc causing melee damage, while the shield absorbs most incoming damage at the cost of fuel. In the air, the primary ability is the Afterburner, which gives the Striker extra speed at the cost of fuel. The Missile Burst ability fires three pairs of missiles that home in on targets in their path. It can be used in either air or ground mode, but the missiles will only target enemies on the same plane (air2air or ground2ground).


Helix
Another good all-around mech that excels at mech kills and transportation. Its abilities can be used on the ground or in the air. The primary ability fires missiles that home in at a decent range. They can be used to snipe units from afar or to chase down mechs that try to escape on foot. Missiles can be fired from ground2ground, air2air, or air2ground. The Missile Burst ability is also available to the Helix, and performs exactly the same as Striker's, but with a different damage formula. Helix is excellent at moving units around the battlefield.

Bomber
A melee mech that specializes in area of effect damage. In the air, the primary ability drops Bombs on enemies below. The Bombs have a decent spread and are a great choice for weakening enemy defenses when anti-air is not present. On the ground, the Mantis Strike ability charges up and then unleashes a spinning energy disc that pierces up to three enemies. While charging the ability, the Bomber gains extra defense which can also be used for escaping on the ground. Bomber's melee swipes are very powerful and hit multiple targets in an arc. Use the Whirlwind ability to cut through enemies in all directions, but with slightly less damage than normal melee.

Warthog
A pure bullet-hose that can tank a fair amount of damage. Warthog is all about the minigun. Its primary and secondary abilities can be used on the ground or in the air. The primary ability is Gun Spray, which lets you fire air2ground or ground2air with slightly less damage. The secondary ability is the Power Shield, which grants the Warthog a large increase in armor for a short duration. The Warthog cannot transform while the Power Shield is active, but it does allow it to absorb ridiculous amounts of damage. Requires a bit of fuel to activate.

Saucer
A fast but fragile mech with plenty of abilities. The primary ability in the air is the Blink, which propels the Saucer forward at the cost of fuel per use. This makes Saucer the fastest moving mech in the air, but only while using the ability. Its secondary ability in the air allows it to take control of enemy units. Abduction starts working while you're hovering over a unit. The time it takes to fully abduct depends on the total HP of the unit (some of the huge tanks have Abduction resistance as well). On the ground, the Saucer is considered a glass-cannon with its powerful Death Ray. It takes a moment to charge up, but deals a large amount of damage that increases the longer you can maintain it. Keep an eye on your fuel as it drains quickly while using Death Ray.

Osprey
A true support mech with repair capabilities. Osprey's primary ability is the Heal Beam. It extends a short distance from the mech to repair a single friendly unit (or mech if the Osprey is on the ground). Healing from the air repairs slowly but at a low fuel cost. Ground healing is much faster but drains a large amount of fuel. The Heal Beam can also be used to salvage destroyed units for extra credits, just like other repair units. The secondary ability can only be used on the ground. Heal Nova pulses about five times, healing units in a medium-sized area around the Osprey. Don't forget about its transportation capabilities, as it is likely the fastest mech when it comes to carrying heavy cargo.

Neo
A super-fast experimental fighter. Neo is the fastest mech in the air and on the ground. Its Cloak ability allows the Neo to sneak in undetected, often while carrying units to fulfill its mission. Cloaking drains fuel, and will malfunction while under fire, so use it carefully. On the ground, Neo's secondary ability is a powerful Stasis Blast. While it may not be great for dealing damage, it excels at disrupting enemy units and latching enemy mechs to the ground. The blast will affect a medium-sized area on the ground around the Neo. Stasis is the same from all sources, including units. It slows movement speeds and reduces turret rotation speeds (unit aim speed) by 50%, and prevents transforming. This mech may be better suited to advanced players.

Paladin
The true tank mech! Paladin sports a large shield which reduces incoming damage by 40%. Since its guns are mounted on its shoulders, the shield is held up and active even while firing. This allows the Paladin to stay in the fight much longer than most other classes. The Hammer Throw ability deals a small amount of damage and stasis to all enemies it touches. After reaching max range, the hammer will return back toward the Paladin, damaging enemies again or hitting new enemies if you're crafty with your movement. Paladin can so support its army with an offensive (red), defensive (blue), or speed (yellow) aura.

Angel
A sniper mech that also excels at escaping. Angel's pistols may be weak, but that Rail Gun primary will certainly take a chunk of HP out of any target. It takes a moment to setup and a large amount of fuel to fire, but the destructive force makes it all worth it. Taking fire? Angel's secondary abilities make it easy to survive. On the ground, the Glide ability increases Angel's movement speed and allows it to cross over deep chasms without switching to air mode. Getting chased through the air? Use the Loop ability to evade fire while still traveling toward safety.

3 Comments
apples4u Dec 6, 2023 @ 6:50pm 
idk which one to chose still way too hard
InsaneFirebat  [author] Mar 19, 2017 @ 4:35pm 
It's nothing special. Just something to help out the VR players since they don't have near as much description text to work with.
CapAllan Mar 19, 2017 @ 9:54am 
About time!