A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Name | Images | Notes / Weaknesses | Talent / Rating | Heavy Weapons | Explanation | Light Weapons | Explanation | ||||||||||||||||||
2 | T0 | Cannon | May have marking mechanic, targeting logic for ranged attacks is unclear | Stun Attack | T0 | Heavy Weapon Shield | God of shield gen, must-bring even if enemies have shield pierce | Melee Attack | AoE + shredding backline HP | |||||||||||||||||
3 | T0 | Grenade Launcher | Hitting multiple normal enemies creates overlapping fire pools | Shreds backline HP | T0 | Stun Attack | Hard counter | Mobbed Damage Reduction | Core talent | |||||||||||||||||
4 | SP | Rotating Turret | Switch modes until MG mode targets priority enemies | Enter 8 range and kill backline; gets taunted | T0 | Weak Point Targeting | Free 10.25% Dmg from any source | Light Weapon Shield | Average performance, better than the others but worse than MDR | |||||||||||||||||
5 | T0 | Lightweight Rapid-Fire Railgun | Put in slot furthest from the enemy for pierce angle | Shreds backline HP | T1 | Heavy Weapon Weakening | Mediocre | Melee Threat | Range too small | |||||||||||||||||
6 | SP | Phased-Array Radar | Map skill | - | T1 | Heavy Weapon Charge | Capped at 1 stack, only for debuffing FP | Light Weapon Weakening | Target tiebroken by on ID within team (it's complicated); can stack all 6 debuffs | |||||||||||||||||
7 | SP | Automotive Night Vision | Special skill; missing means no shields, no fire pools, no knockback | - | T1 | Pre-emptive Suppression | As above | Pre-emptive Suppression | Immediately debuffs all enemies, proccing Debuff Amp from the start | |||||||||||||||||
8 | T1 | Shield Generator | Active cannot stack; dropped a tier after being nerfed | - | T1 | Mobbed Damage Reduction | As above | Debuff Amplification | As long as the MA itself applies debuffs | |||||||||||||||||
9 | SP | Slat Armor | Special skill | - | T1 | Melee Threat | Range too small | Emergency Amplification | Give the enemies a middle finger | |||||||||||||||||
10 | SP | Camouflage Netting | Map skill | - | T2 | Emergency Shield | Mediocre | Light Weapon Charge | Only target the middle, hitbox too narrow | |||||||||||||||||
11 | T1 | Missile Launcher MK1 | Great at generating shields, but going all-shields is pretty meh | Heavy Weapon Shields | T2 | Debuff Amplification | Only available on laser weapons, points docked for that | Marker Amplification | - | |||||||||||||||||
12 | T1 | Missile Launcher MK2 | Shield gen / mediocre DPS | - | T2 | Marker Amplification | As above | Rapid Enhancement | - | |||||||||||||||||
13 | T1 | Small Mortar | Mediocre shield gen | Emergency Amplification to take out dangerous enemies | T2 | Emergency Amplification | As above | Anti-Unarmored Unit Specialization | - | |||||||||||||||||
14 | T1 | Anti-Armor Sniper Rifle | Prioritizes backline (armour prio is a lie) | Depends on enemy, prioritize backline | T2 | Anti-Dummy-Linked Unit Specialization | Pure shield defense set focused on high-threat backline linked | Anti-Doll Specialization | - | |||||||||||||||||
15 | T1 | Machine Gun Team | Mediocre shield gen; applies Weak Point Targeting for DPS | Light Weapon Shield/Weak Point/Melee Attack | T2 | Anti-Armor Specialization | Pure shield defense set focused on high-threat backline armoured | Single-Target Specialization | - | |||||||||||||||||
16 | T1 | Vehicle-Mounted Shotgun | Needs to hit to knockback; has 75 RoF cap; Weak Point + Shields | KB / mvspd debuff, depends on enemy | T2 | Anti-Mechanical Unit Specialization | Pure shield defense set focused on cherubs | Light Weapon Support | - | |||||||||||||||||
17 | T1 | Heavy Machine Gun | Pierce mode to hit backline; not enough Acc/AP | To hit backline, needs AP/Eva debuff crutches | T3 | Random Weakening | Poor performance | Emergency Shield | - | |||||||||||||||||
18 | T1 | Gatling Gun | Surehit, cannot crit | Optimal for AoE mobbing | T3 | Elite Attack | Harsh proc conditions | Random Weakening | - | |||||||||||||||||
19 | T1 | Jammer | Debuff only applied once per activation, can be cleansed; uptime too short | - | T3 | Heavy Weapon Support | Inferior to specializations | |||||||||||||||||||
20 | T1 | Smoke Grenade Launcher | Debuff can't be cleansed during uptime, radius too small | Bring Cleansing Shield + Eva stat buffs | T4 | Heavy Weapon Detonation | Unimpressive set performance | Light Weapon Detonation | Can use on HMG, at the cost of major survivability | |||||||||||||||||
21 | T1 | Signal Receiver | Pros and cons compared to Laser Rangefinder | - | Functional Components | Explanation | Defense Components | Explanation | ||||||||||||||||||
22 | T1 | Laser Rangefinder | Used for high Arm/Eva enemies; more hits => more shields | HMG / Grenade Launcher DPS buffs | T0 | Stun Attack | Hard counter | Shield Deflection | Free damage reduction | |||||||||||||||||
23 | T1 | Automated Defense System | Used when you have enough shields / against shield pierce | Eva stat | SP | Cleansing Shield | Sometimes equivalent to massively buffing Eva/Acc | Cleansing Shield | Equivalent to buffing Eva, can sometimes do more than 20% dmg red | |||||||||||||||||
24 | T2 | Armored Cannon | Use components with +6 Armour talent | - | T1 | Pre-emptive Shield | Good for many consecutive fights | Pre-emptive Shield | Good for many consecutive fights | |||||||||||||||||
25 | T2 | Railgun | Bring Stun Attack | - | T1 | Debuff Amplification | More DPS is also a strat | Debuff Amplification | More DPS is also a strat | |||||||||||||||||
26 | T2 | Universal Machine Gun MK-1 | (Put in slot closest to enemy) needs you to buy the Steel Claw skin | Don't buy skins for this shit | T1 | Emergency Amplification | Even more DPS than the one above | Emergency Amplification | Even more DPS than the one above | |||||||||||||||||
27 | T2 | Light Machine Gun | Unusable for Mech in long fights; first target it locks on to is frontline | - | T1 | Pre-emptive Suppression | Only one takes effect if you bring multiple | Pre-emptive Suppression | Only one takes effect if you bring multiple | |||||||||||||||||
28 | T2 | Jammer Gun | Single-target; pure Stun SD build | - | T1 | Elite Amplification | Special elites having debuff immunity is very reasonable, right? | Melee Threat | Range too small | |||||||||||||||||
29 | T2 | Drone Compartment | Drones are bugged and can't be targeted at all | T3全看设计师面子 | T1 | Charge Conversion | +33.1% Armor | Mobbed Damage Reduction | Just put it on Rotating Turret, unless you need to fight up close | |||||||||||||||||
30 | T2 | Explosive Reactive Armor | Slat exists now | T1 | Stunned Self-Destruct | Good for killing links if you can stun | Emergency Shield | Average performance | ||||||||||||||||||
31 | T3 | Impulse Cannon | (Put in slot closest to enemy) needs you to buy the KV skin | T2 | Faction Amplification | Strong buffs | Shielded Damage Boost | Strong buffs | ||||||||||||||||||
32 | T3 | Anti-Aircraft Cannon | Completely inferior to Small Mortar | - | T2 | Marker Amplification | Slow to kill single-link enemies | Marker Amplification | Slow to kill single-link enemies | |||||||||||||||||
33 | T3 | Laser Weapon | Give to the tank for some shield gen | Steel Claw and Sinner skins | T3 | Random Weakening | Poor performance | Random Weakening | Poor performance | |||||||||||||||||
34 | T3 | Flamethrower | Frontline surehit, only for single target; fears armour, 75 RoF cap | Sinner skin severely bugged | T3 | Stunned and Exposed | Can be decent when paired with Stun Penalty | |||||||||||||||||||
35 | T3 | Laser Suppression System | Single target; poor performance | All the T3 components are really niche, up to user | T4 | Marker Detonation | Use with Weap Detonation if you like wasting talent slots | |||||||||||||||||||
36 | Both weap types converted to RoF to calculate frame breakpoints | T5 | Malfunction Stun | Super buggy | Cleanses all debuffs. Including the stun. | |||||||||||||||||||||
37 | RoF = (300 + Reload * Reload coeff)/30, rounded up Frames per attack = 1500/RoF, rounded down | All of the random debuff skills can apply FP/Acc/RoF/Mov/Arm/Eva | Acc is the most useless talent slot | |||||||||||||||||||||||
38 | Max attack interval for heavy weaps capped at 100f This means the only good heavy weapon that even benefits from Reload is AGL | Precision | increases heavy weap hit rate | |||||||||||||||||||||||
39 | Note! | The "AA-02 Sinner" mech skin's front cannon is too far forward and can't hit | What 5 range (e.g. Melee Threat) looks like: | Precision formula: | ||||||||||||||||||||||
40 | enemies right in front of the mech. Trash skin 0/10. | hit rate = max(40%, precision / (precision + eva * 8)) | ||||||||||||||||||||||||
41 | Original author NGA acc: | [@ly895916428]加框 | i.e. every 8 points of precision is equivalent to 1 point of acc, hit rate floored at 40% | |||||||||||||||||||||||
42 | Bilibli acc: | 阿库西斯_↙加下划线 | ||||||||||||||||||||||||
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44 | For fights where the high-threat enemies are in your face, | |||||||||||||||||||||||||
45 | you can use Melee Threat + Jammer for double FP debuffs | |||||||||||||||||||||||||
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51 | has killed all ds no dmg so far | Blue line is Tarantula width | ||||||||||||||||||||||||
52 | dm him if a new ds comes out | Red circle is Tarantula mainframe | ||||||||||||||||||||||||
53 | Red line is 5 range from the mech | |||||||||||||||||||||||||
54 | See this sheet for more technical details (by Randomqwerty) | |||||||||||||||||||||||||
55 | How to balance armour and DPS for chips!! | |||||||||||||||||||||||||
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58 | 1: How to setup conventional mixed off/def chips for the mech | 2: How to setup chips for shield spam | ||||||||||||||||||||||||
60 | 1. First, find out how much Damage the enemy does (e.g. 31-44 in the image below). | (see the left for how to setup armour) after hitting Armour reqs, bring Reload. | ||||||||||||||||||||||||
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62 | 2. Then bring 40± armour (total of chips + other defensive tools) | 1. Replace Lightweight Railgun with Shotgun/HMG with Light Weap Shields; DPS comes purely from AGL burn pool. | ||||||||||||||||||||||||
63 | Don't forget about Charge Conversion, Armoured Cannon, or other similar sources of armour | Heavy Weap > Firepower > Reload > Full-speed ≈ Precision, burn pool ignores Armour. | ||||||||||||||||||||||||
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65 | 3. Armour talent slots are mandatory, Eva can be swapped out for Prec/Crit as needed. | 2. What if I need to use Missile Mk1 to replace AGL for thicker HP shields? | ||||||||||||||||||||||||
66 | Use Eva + Cleansing Shield to cleanse debuffs (bring neither if insufficient Arm) | Check the weapons' Reload and Precision. | ||||||||||||||||||||||||
67 | If you have Charge Conversion for the Armour but no Cleansing Shield, and the enemy has | The Reload to RoF formula is given in the section above to the left. Heavy Weap chip with Reload talent gives 16 Reload, Full-speed chip gives 12 Reload. | ||||||||||||||||||||||||
68 | many Eva debuffers/surehitters, bring Prec/Crit. | Check whether the 4 Reload deficit will affect the RoF bracket. | ||||||||||||||||||||||||
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70 | 4. After hitting Armour reqs, bring Light Weap > Firepower > RoF > Crit. | 3. The reason for bringing Precision is covered in the section above to the right. | ||||||||||||||||||||||||
71 | The priority is to make sure the Lightweight Railgun and Rotating Turret kill the backline. | The mech's melee mode attacks are true AoEs, and aren't affected by Reload. | ||||||||||||||||||||||||
72 | If the heavy weapon's DPS is insufficient, melee attacks can be used to thin out the frontline (can be regarded as a slightly weaker Shield with more DPS). | |||||||||||||||||||||||||
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