
So here are some tips and tricks on how to play the weakest of all mechs like it's the Goddamn Batman. For Science!
Let's start with my preferred build:
Primary Weapon: Hawkins-RPR
Items: Shield Mk. II, EMP Mk. II
Internals: Air Compressor, Deflectors, Basic Reconstructor
My weapon of choice is the Hawkins-RPR. I haven't tested the PN-223 yet, so I'll update this thread when I give it a shot, but the general idea is this: don't use the Redox on a combat build. For one thing, the projectiles lob, which wouldn't be bad by itself, but when you're playing Combat Medic, you're weaving and dodging like a madman, which will cause your accuracy to drop. This effect will be really noticeable with the Redox, so it isn't the best idea. In addition, you also run the risk of hitting yourself with the Redox's rounds when fighting, making your already paper-thin armor even weaker. So yeah, I would advise against the Redox, at least when fighting.
The items should be fairly self-explanatory. The Shields give you some breathing room when fighting tough opponents, allowing you to pop in and out of the protective bubble and preserve your offensive momentum. The EMPs temporarily shut down opponents, giving you the opportunity to DPS while they're vulnerable, or disable them for a quick escape. This is especially useful against C-Mechs, who are the toughest foes for a tech to take down.
The internals were all picked to enhance the tech's combat prowess. Air Compressor gives you more options in movement, adding to your unpredictability and making you harder to hit. Deflectors take advantage of the short cooldown time that A-Mechs have between dodges. The Basic Reconstructor helps speed up repairs during the few times you actually have to use your repair drones, so it's nice to have as well. It could also be swapped out with a Basic Extractor though.
Now, on to the good stuff. Here are some things to keep in mind when fighting as a tech.
-You still have to heal teammates:
What, you thought you could shed your duty as a medic and rambo your way to victory? Nope, not happening, son. See the thing about being a Combat Medic is, you still have to do the medic part. In fact, you're crazy not to. Not only does having healthy teammates around improve your survival, but you also heal yourself when healing teammates, allowing you to recover from fights. So pony up and start healing; it's for your own good.
-The Amplification ability works in reverse:
You know the tech's ability? The one that allows you to save your teammates from the brink of death by delivering rapid heals? Well it works with the Helix Repair Torch's alt mode as well. That's right, Amplification increases Deconstruction Rate, as well as Construction Rate. However, before you go crazy, keep in mind that it only increases the RATE at which the Repair Torch deconstructs, not it's damage output. The rate is expressed as a percentage of the enemy's health; damage would be a flat number. Therefore, you want to use the ability on enemies where an increase in percentage would actually matter, such as enemies with lots of health. Assaults, G2-Assaults, and every C-Mech in existence are prime candidates for a bit of amplification, although with the latter category of foes, you should be extremely cautious. Speaking of which
-C-Mechs are your worst nightmare:
Seriously, avoid fighting C-Mechs on your own as much as you can. They're tough, they're bulky, and they pack powerful weapons. If you must fight a C-Mech, try to EMP it, and have Amplification handy. Otherwise, just run back to your team. If you're in a deathmatch, not much you can do other than fight, but still, it's a situation best avoided.
-The Repair Torch Beam has more range than you think it does:
The Helix Repair Torch is the Tech's bread and butter. It heals teammates, it can slowly DPS foes, and it's boosted by the Tech's ability. However, one thing you should know about it is the beam goes pretty far. It's not gonna lock on to foes across the map, but you can start healing or DPSing from about the closing point between close and mid range. You do not need to get too close to enemies to be effective. There's something to be said for taking pot shots at them.
And that's about it for now. If anyone has any suggestions for my venture into madness and chaos, feel free to chime in.

 

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