well everyone seems to be forgetting the part where you rate the player's mech before posting so I'll rate them instead. (this post will probably end up being very long)
BLUZPolarz wrote:
Let me give nicknames for each builds since I am so sick and tired of saying "(PLAYER'S NAME)'s Mech 1" etc. etc.
The Close Combat Sniper Obese Mech - 7/10 for overall statistics
- 5/10 for physical mechs
- 8/10 for energy mechs
- 8.5 for heat mechs
- 9/10 for originality
- 3/10 for fusion
The Samurai Master of McDonald's - 7.5 for overall statistics
- 5.5 for physical mechs
- 4 for efficiently built energy mechs
- 8 for heat mechs
-9/10 for originality
- 7/10 for fusion
I have no time to explain why I voted those numbers. But the reasons are pretty obvious. But here is a brief explanation for "The Samurai Master of McDonald's": 4 for energy mechs since it's energy cap is wayy too low. And the 115 energy regeneration can be easily drained in the next turn.
Now, here are some "Corgi Approved" mechs of mine.

It can work pretty well in 2v2 fights. =3
Mech 1:
Mech 2:
So... Uh, hehe, uh. Go vote.

Mech 1 - 8/10
+ very original design which looks like it specialises in breaking energy shields with the very nice touch of energy graple and a double teleport. I like the decision of making a physical that doesn't rely on bullets and it seems to be a fairly effective set up which will be gaurded by it's high hp. the relatively high regen also makes it far less vulnerable to energy mechs than other physicals and it's heat stats are fully capable of holding their own.
- its weakness is ofc that it can't neccessarily inflict the same huge amounts of damage as a machine gun physical. the mech would also be improved if you could get the mythical energy grapple so you could pull twice but that ofc is not a must have. finally, some more fusion in the main article of the mech, the meteor, would be appropriate, try to fuse it to atleast +10 and the torso is also slightly underfused.
Mech 2 - 7/10
+ fairly unique design, looks like it could deffinately challenge most heat mechs. the use of an inferno is noteable, this could be useful against energy mechs and other mechs with low cool. I also like the all bases covered within range 4 concept so it's not as vulnerable to being heated out of both turns due to having nothing in range. the meltdown sword is always a highlight to any mech, it should inflict decent damage and the mech has the HP to back it up.
- the mech is deffinately weak to energy mechs even with the inferno, one supernova and it's fairly *CENSORED*. it also suffers from only having a single grapple and teleport so will rely on jumping into range to use its most prominant weapons a lot of the time. there is some nice fusion in the mech but it could deffinately use with some more on the meltdown. finaly, I think it would be useful if you fused your torso some more and free up a module slot for more energy instead of armour.
overall set up: seems quite effective for a 2v2 phys then heat is a good combo from my experience.
ASHNAVAshnav wrote:
pls rate my mech
http://prntscr.com/a1vpcvhttp://prntscr.com/a1vpg4the heat and regen are a bit low but tell me how the torso and weapons are
score - 3/10
+ the score is mainly based on the fact you have a decent amount of myths on the mech, but that's not enough to carry anymore I'm afraid. the grenade then pull combo is deffinately effective (tho mostly obsolete by now) and the backstabber in place of heat orb is deffinately going to give you some critical extra damage and rocket mechs are deffinately in a golden age right now.
- the concept is somewhat clumsy. it is good for when you have the enemy at 4-7 range but what about the part where you get him there? the addition of some blow backs would be much welcomed on this mech. the next issue is the fusion being non existant. not even the first 3 points which take like 10 or so items to gain. you'll be at a constant disadvantage. oh and not to mention how woefuly weak the mech is to energy. all 3 of its weapons require energy to fire yet it's regen stats are sub-par to say the least. you are dedicating far too many module slots to amo, two +70 rocket modules would suffice. at +15 regen, if an energy mech loses to you, they were either afk or really, really stupid. also, nitpicky things: please replace your energy grapple with a heat, it would be a major improvement making a pull and stomp overheat much more viable. also, the drone is fairly noob classy, sector eye or tripple heat pointer would be much, much better. and the bullet/rocket module when there aren't any bullet weapons seems a little wasted.
WARR MACHINEWarrMachine wrote:
Here's my 2v2 set up.
Tanking Heater
Shield Draining Physical

Just started using it this week, here's a few wins worth mentioning. Name covered to hide nickname change

1 Kit each.

2 Kits each.

I used 0 kits, KING used 2.
Overall I think it's a respectable 2v2 setup, I will admit it has trouble against energy mechs though. The tanker will beat almost anything that isn't physical, and the physical beats almost anything that isn't energy. Only improvements I can see is the leftover fusion, better health mods, another +70 bullet mod, an electricon and a better orb on the physical.
For Ashnav,
The mech shown here is (being completely honest) one of the worst I'v seen posted here. I feel like you value total mythicals over actual performance and stats.
Health is far below average. Energy capacity is acceptable, while energy regen is terrible. Max heat is acceptable, heat cooling is below average. Use a multi resistance module, as they're probably the best modules in the game. I'd also recomend using a 21 regeneration and cooling module(s), as they'll help boost your cooling and energy regen.
Teleport and Grappling hook are too strong (use a heat grapple), and you probably don't need a charge. You'll only ever need 1 rocket weapon that does pull, so I would take off one of those. Yoshimo will get by, and flame boots are awesome. Don't waste 4 module slots on rocket capacity!!!

Mech 1 - 9/10
+ tried and tested setup, strong all round with no real chassis weakness (excuse the battledawn term). the heat and energy stats are balanced and strong enough to deal with most stat drain builds without major issues and HP was not sacraficed to do so either which is very effective use of modules. the main highlight of this mech has to be it's fusion. both weapons and the torso are max fused which sets you up at a huge advantage over your opponents, max fused mechs generally get good ratios regardless of the setups anyways but this mech has both good set up and good fusion.
- there are some minor faults with the mech. the armour modules are not as advanced as the weight affords them to be which means you're missing out on some potentialy crucial HP which is especialy useful in 2v2s when you want your mech to get in as much moves as possible. in addition, the special items of the mech are not yet full fused but this is only a minor fault and has no large bearing on the battle's outcome unless facing another mech of the same fusion levels. I also can't award originality points for this mech which isnt a bad thing since its the execution that counts the most but I still have to consider this for the score since I have awarded originality points to previous posters.
Mech 2 - 9/10
+ very strong build atm, effective use of the new torso. unlikely to ever run out of bullets because of the extra that comes with the torso and the HP is extremely high and will deffinately survive long enough to get in the final punch in 2v2s. the fusion on your needles is deffinately adequate but may strugle if it comes up against another similar build with higher fused needles. the maxx(see what I did there? I'll stop.) fused torso how ever deffinately makes up for this. its rare to see a mech with such high HP that still maintains useable heat/energy stats. one of the major positives of a physical mech.
- once again the needles arent as fused as the could be but they're still pretty damn good. the major downfall of the mech which really lets it down is the use of evil spark vs electricon. electricon enables drone use against energy and still allows you to break energy shields. if you switched to an electricon I would deffinately bump your score up to a 9.5, but this would ofc require some reshuffle to make the weight work.
overall setup: very effective. two strong builds which wpork quite well as a tag team for 2v2s. however I would suggest switching the order since imo the heat mech is a better finisher and the phys is a better oppener since it can inflict such huge amounts of damage. but I suppose it comes down to personal prefference.
TICKLEMICKERY AKA [ ]ticklemericky wrote:
Made a new mech. =) Handles all mechs except kit-users. The only drawback is if you manage to run out of Rockets to use.

score - 10/10.
+ outstanding mech design across the board. original concept, that works well accompanied by the max fused items and an efficient use of weight make for a top scored mech. I love the originality behind it more than anything and its nice to see heat mechs finally being used in top players' play.
- the paint job is hideous, stick with black for heats.