Guide:Mech classes

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In this guide will we will giving a brief overview of each of the mech classes and what to expect while piloting them. In MCM mechs are broken up into 4 different weight classes based on their individual stats.


Lights

With mechs offering an array of support abilities to highly mobile damage mechs lights can offer a skilled pilot a risky but rewarding playstyle. Most lights, as their name suggest, have extremely low armor instead relying on their speed and evasion to survive. Lights are best considered as support mechs to your team offering a variety of strategic uses such as Mite's ability to hold an enemy mech in place giving you team an easy target or Fire Ant's ability to redline opponent Tech mechs heat gauge or apply debilitating DoT to Bio mechs. In some cases such as Phalanx or Mantis they use their mobility and size to find good firing positions to execute weakened mechs or ambush distracted foes. Overall the light class of mechs is for pilots who are willing to walk the razor's edge to support their team.

Among the available freebies there are two light mechs. Firstly one of the lightest, even among the lights, the Flea! With the combination of its tiny size and quick speed the Flea makes for a difficult target to hit. When used in combination with its Jump Coil Drive it can be a very difficult mech to lock down in a skilled pilots hands but be aware that this mobility comes at a cost. With only 505 armor and no resistances one good shot may be enough to send you back to the hangar. When it comes to offense for its size the Flea doesn't disappoint. Two pec mounted Flea Cannon lasers, mounted on the arms, allow the Flea to potentially deal 120 damage every second with well aimed shots. Overall, for its size, the Flea makes more an agile harasser mech that with a skilled pilot can be a thorn in the side of any combatant.