Primary Weapon Selection: Heat Cannon
Item Kit:
Offensive Item -- H.E. Charge
Defensive Item -- Repair Charge
Functional Item -- EMP
Offensive Internal -- Special Weapon Loader (-0.5s secondary reload)
Defensive Internal -- Repair Kit (30 hp/sec increased repair rate)
Functional Internal -- Thrusters (2.2 m/s increased forward boost speed)
Optimizations:
Offense -- 0 Points
Defense -- 8 Points
-3/3 Decrease Repair Startup Time (-.45s)
-2/2 Increase Dodge Speed (+3 m/s)
-3/3 Increase Repair Rate (+15 hp/s)
Movement -- 17 Points
-3/3 Increase Walk Speed (+1.5 m/s)
-3/3 Increase Accelleration Rate (-.5s)
-3/3 Increase Thruster Regen Rate (+.15 r/s)
-3/3 Increase Boost Forward Speed (+ 1.98 m/s)
-2/2 Increase Max Thruster Energy (+1.5)
-1/1 Reduced Dodge Cooldown (-.25s)
-1/1 Decrease Radar Signature Distance (-12m)
-1/1 Increase Walk/Run/Boost speed (2 m/s)
Stacked Bonuses:
+45 hp/s armor regen
+6.18 m/s boost speed
+3.5 m/s Walk/Run speed
Breakdown -- First I'll start off by saying that high mobility is crucial for any mech, A-Classes in particular due to having the lowest base health in the game. I run a heat cannon because of how easy it is to manage your weapon heat when rapidly deploying grenades and charged heat salvos, granting far and away increased combat persistence and greater potential damage over time due to not having to intentionally slow down shots due to high heat generation. H.E. Grenades as a compliment to the secondary create a high burst potential versus unaware foes (an ideal situation for the infiltrator) or for deploying a chain hazardous to follow grenades in your getaway route in the event things get hairy and you need to take advantage of that +6.18 m/s increased boost speed. Running the repair charge internal allows you to set up a high capacity repair torch that you can use to bait foes that are suspecting a heavily weakened target around a corner, or to increase your already VERY rapid heal regeneration speeds. I use EMP mainly to disable a foe that may have found that I had snuck up on them before deploying H.E. charges or to hinder a foe that may be successively landing shots despite the mech's high mobility.
Weaknesses -- Dealing with foes at long range and open terrain. A smart sharpshooter or sniper (if they bring it back) user can make very, very quick work of your mech if they've caught you at range. Counter this by attempting to navigate to your desired destination by utilizing built-in camouflage or erratic cover-to-cover travel paths.
Strengths -- Able to unleash considerable damage in simultaneous salvo dispensing. Due to the heat cannon not having a stable or constant sound signature--unlike the main primary for this loadout, the assault rifle--and being able to be charged up without being revealed on radar, it can be difficult for enemies to pinpoint your location without first consulting the radar to ascertain your location, at which point you've already put a considerable amount of hurt on them.
Final notes: At a distance this build SCREAMS boost in, engage, boost out-- and this is a viable tactic for some--but the key point to remember is that this build is more about arriving at your location undetected; walking/running is slower, but doesn't reveal your location on the radar. Being able to slip in behind your enemy, or from a lateral flank can give you a crucial advantage over your foes in a TDM or Siege, and walking up to a 1v1 or group fight in DM engaging multiple foes with simultaneous grenade salvos allow you to quickly gain the upper hand in what may have been a fair fight.
Please feel free to critique or use this build as your own!
ScreenShot00010.bmp 2.55MB 28 downloads
Edited by Kyrzon, October 28 2012 - 02:45 AM.