Weapons:
Assault Rifle: has the best accuracy of all 3 weapons at longer ranges. Fires with 99 damage per second within it's optimal range. It takes 14.29 seconds until you overheat using solely this weapon.
Of course the other two weapons do have more dps like the SMC has 108.26 dps and the vulcan does a whopping 121 dps, but this all costs HC and you need the internals + items more so than the extra dps imo. Extra weapons are last on the to get list.
Tow Rocket: does a standard 125 damage a hit. Fires 55.56 damage per second within its optimal range, is remote detonated using middle mouse key or clicking the right button after it's fired.
The combined dps for the default weapons is 154.56 damage per second, so make sure to hit your tows on target and if they dodge it remote detonate it so your dps does not fall down to just 99 on the assault.
Items:
Detonator: this item deals about 60 damage to your opponent head on. Has a splash radius of 16 (not sure what the 16 means, maybe meters_) and travels at 75m/s and remote detonates with same key to fire it.
Alternatively you can replace the detonator for a scanner. This is vital information for DM's in finding more mechs to grind down quickly. So you can top that leader board and get a higher score or get higher streaks. This item is OP in DM.
Shield: this can take 450 damage and lasts for 20 seconds. It can be used to allow you more time to repair or to do burst damage without exchanging hits when on low life. You do this by going to the right side of the shield, and exposing your right arm to shoot the tow out of the shield and dodge back into the shield.
Repair Charge: the health orbs as I call them, have 170 heal capacity this is for both items and are the same as the ones your opponents drop on the floor upon dying a miserable death. The item takes 2 seconds for it to work and will last for about 30 seconds after it's been deployed, so make use of it.
Internals: they are all two slot internals. Adding any 1 slot or even 3 would make it unbalanced in some way.
Deflector: reduced 20% of damage, when boosting or side dodging. Does not work when up in the air, just remember that guys if you didn't know. This item is vital to survivability in combat. You require the 2 slot deflector as it negates 20% of a tow for example. A tow does 125 a hit, so 10% of that is 12.50 and for 20% it negates 25 damage if you were to get hit while boosting or dodging. That 20% reduction could mean life.
Repair Kit: this internal gives you an additional 15% more health from any orb. Orbs have a 170 health charge. So 15% on top of that is 195.50 health in total. Again that + 25.50 health could mean life or death.
Armor Fusor: now for killing a mech this reconstructs 13% of max armour over 20 seconds. What this means is, 13% of 525 = 68.25 health regeneration over 20 seconds = 3.4125 health per second, + 68HP is helpful.
So in total you are getting 195.50 + 68.25 health for every encounter and kill made = 263.75. If you then add the repair charge on top of a kill you made that is two orbs you get the picture now, it = 459.25 healing.
I only ever use my repair charge in really desperate situations or when I need to heal quickly via repair.
Now I know that some will say, what about the other internals etc. Well I just wanted to stick to 2 slot because that is accessible to majority of new players and who said 3 slot is better anyways__ But what about;
Advanced Reconstructor: this item is utterly useless in combat. Takes 10 seconds for it to work and when you open fire or get hit, it also deactivates. This thing wouldn't know how to keep you alive.
If you were to use any 3 slot item it would have to be either Air Compressor or Advanced Repair Kit, and you definately need to keep that deflector on. So using a 3 slot item, now means I have 1 slot left to occupy. The problem now becomes, which 1 slot item do you pick and why.
There's only 2 good choices to make here. It will either be basic failsafe or basic extractor and imo the basic extractor wins it for me. Remember you need fast healing in actual combat, failsafe would be only beneficial in the smallest of circumstances, like when hugging face to face or shooting a tow close up to a wall lol.
You definately don't want the 3 slot advanced armor fusor. It would help 20% of 525 = 105 health over 20 seconds it now = 5.25 health regen per second. That's mute compared to the advanced repair kits 25% extra health from orbs which would give you 170 + 42.50 = 212.50 health recovery and the basic extractor would then help you absorb all that health much faster, so your not sticking too long around the place.
But what if you were to combine both advanced internals.
Well that's true you get a max health regen of 317.50. But then you've lost all that damage mitigation from the deflectors. So you are pretty much back to the original setup I had drafted with all 2 slots. You lost the 25 dmg taken from tow's and some from sustain fire. So let us say we take away 50 from that. 317.50 - 50 = 267.50. It is only slightly higher than the previous 263.75 using 2 slot items, and the deflector is even more helpful when boosting away if fired from behind.
I hope this guide was helpful to some. I will enjoy seeing some of you in the Death Matches
All the information (which should be up to date) in this post was obtained from this link
https://docs.google....t#gid=416460446
Edited by Lightangel112, March 28 2014 - 12:55 PM.