Stats are from highest to lowest.
Guardian (C-Class Defense)
Projectile blocking unit
Stats:
Overheat>armor>radar>ground speed>fuel tank>boost speed>fuel regeneration>air speed
Ability: Barrier turret
Using the barrier projector in mode 1 (see below), it creates a Barrier roughly 3 C-Classes wide and 2 C-Classes high, projected a little over 1 C-Class in front of the mech. If in an narrow area or with too low a ceiling, the mech instead creates a barrier like outside of turret mode except without a gap to shoot through. When changing between such areas, the barrier disappears and a barrier with the new size is created. There is half a second of downtime during this transition, allowing the mech to be shot from the front.
While in turret mode, shots landed on the barrier generate much less heat. The turret mode itself should offer minimal damage reduction (if any at all).
Lefthanded weapons:
Pointdefense VulcanAssault RifleShrapnel cannon/�Flak�
Righthanded weapons:
Barrier projector CMode 1: Creates barrier that covers the front of the mech, except for a horizontal slit to allow your own weapon to fire through. The enemy should be able to shoot through this gap. When barrier is hit, instead of damage, user receives heat that should be proportional to the prevented damage (i.e. a stronger projectile should create more heat than a weak one). The breacher and the g2sharpie's ability can penetrate this barrier.
Mode 2: Shoots a projectile, creates a floating barrier on impact that has a small fraction of the "barrier" item's health and automatically dissipates after 2 seconds. Long reload time, damage shouldn't be too high.
Starting item:
Barrier
Knight (B-Class Assault)
Advancing barrier unit
Meant to be able to break into enemy lines like vanguard, but a little more defensive overall
Stats:
Overheat>ground speed>armor>fuel tank>air speed>radar>fuel regeneration>boost speed
Ability: Coolant K
Like the assault's coolant, except it only prevents heat generation of the barrier projector, but has 150% of the normal coolant's duration.
Lefthanded weapons:
Sub machine cannonMini shrapnel cannon/Mini�flak�Pile bayonet
When button is tapped: Fires salvo of 5 shots, then reloads
When button is held: Pile driver activates. Reach is maybe half an a class. Deals very high damage and applies the ism effect to the target(doesn't have the ism-item's splash). Generates somewhat high heat, reload time should be like the slug rifle's. Shots can be fired while pile driver cools down/�reloads�.
Righthanded weapon:
Barrier projector B
The barrier is slightly smaller (because B-Class is smaller than C-Class), produces maybe 1% less heat when used in mode 2.
Starting item:
Shield
Recon (B-Class Support) aka Hon
Reconnaissance unit
Stats:
Radar>ground speed>armor>overheat>boost speed>air speed>fuel tank>fuel regeneration
Ability:
Ping and jam
When ability is activated, the entire team, including user, is pinged the location of all enemies within this mech's radar range. Half a second after activation, the mech has a scrambler effect on the enemies' mechs, centered on its position, for several seconds.
Left weapons:
T-32SubmachinecannonAM-SAR
Right Weapon:
Recon-rifle
Mode 1: Tracker
Target, when hit, becomes afflicted with "tracked" status for a few seconds, being displayed on user's team's minimap, even if invisible. Almost sniper range, but low damage and rate of fire.
Mode 2: Interceptor
Close range lock-on (like Tech's repair torch) cable. Hit deals a little damage and target's teams positions are displayed for user's team for as long as connected. pressing fire button again to retract cable. if connection is broken by target moving out of range or by changing firing mode, cable detaches from user and explodes, dealing a little damage. reload time is longer in that case than if cable was retracted by user.
Starting item: Portable scanner
Striker (C-Class Assassination)
Precise elimination unit
Aerodynamics>Generator>Boost>Fuel tank>Radar>Cooling units>Hydraulics>Armor
Ability:
Blue flash
If button is held: Transforms into turret; as soon as transformation is finished, a blue hitscan cone is emitted forwards from the shields. Enemies within the cone receive an ism-disruptor-effect. The cone lasts for a fraction of a second (just enough to be visible); the mech immediately untransforms when flash ends.
If button is tapped: No transformation, cone is emitted upwards.
Creates heat and can't be used when overheated. Has long cooldown.
Lefthanded weapons:
Slug rifle
Heavy precision vulcan
Mid-to-long-range, precise rapid fire weapon that deals decent damage, but the weapon generates heat VERY quickly. You won't be able to fire it much longer than five seconds at a time. Has short spin-up time.
Redox-O2
Since reduction and oxidization are electron-based, I thought it would it should go to the lightning mech. Now your electrolaser will hurt even more!
Righthanded weapon:
Lightningrod cannon
Mode 1:
Fire ionization projectile. Firing rate should be similiar to sabot. Ionization should last between 10 to 25 seconds, due to time needed for mode change and winding up.
Mode 2:
Has long (2 sec?) spinup. After spinup, if no ionized target is in range, will keep "spinning" and build up heat.
If an ionized enemy is within a cone with a narrow aperture and about ke-sabot range, it shoots a powerful hitscan electrolaser, causes an emp-effect on the enemy, and the weapon generates immense heat (at least 40%). The actual �laser� only lasts a split second, like a lightning strike.
Starting item:
ism disruptor