StevoSuprem0
I'm gonna make this skill gap... disappear.
I go with a very well rounded loadouts and typically play with the same people so it compliments the way they play.
Pilot:
Carbine
Charge Rifle
Magnum
Pulse
Arc Grenades
Power Cell
Minion Detector
Titan:
Atlas
Triple Thread
Cluster Missile
Vortex Shield
Shield Regeneration
Big Punch
Carbine is really well rounded and great both up close and at range. I'll use the pulse to look for pilots via the way they move through the walls and get them jump on them, as well as locate large clusters of minion in tandem with the detector and take them down with grenades quick and quiet. Charge shot is great for taking out titans because they don't see the lock on like some of the others and you can just dip behind walls to charge it up so they never see it coming. 2 shots and they're almost dead, then someone else in a titan or on the ground with you can generally take them down.
In the titan, I'm pretty much set. Drop grenades all over the map to get free minion skills, use cluster against pilots that are tricky to reach with the triple threat. In titan fight's, this is extremely solid. Catch whatever they try throwing at you with vortex shield. They have one too? Shoot the grenades at their feet. They charge you? Big punch them back into the grenades. A well places grenade or cluster missile can help you get rodeo pilots off, but I generally rely on my teammates, so I guess you could say that's the only weakness of this build. I might start experimenting with Ogre, but I don't like the loss of mobility and damage core. Mobility in this game also functions as defense, so losing dashes for armor/durability isn't really worth it in my opinion. When I get low, I dip out of the fight, regenerate, and get back in no problem usually. Also, using the environment to your advantage with the triple threat is great. I shoot over buildings and other obstacles at enemy titans and doom them fairly easily.
On average I'll get 6-7 pilot kills, 4-5 titans, and around 30 minions, varying based on assists and such.
Pilot:
Carbine
Charge Rifle
Magnum
Pulse
Arc Grenades
Power Cell
Minion Detector
Titan:
Atlas
Triple Thread
Cluster Missile
Vortex Shield
Shield Regeneration
Big Punch
Carbine is really well rounded and great both up close and at range. I'll use the pulse to look for pilots via the way they move through the walls and get them jump on them, as well as locate large clusters of minion in tandem with the detector and take them down with grenades quick and quiet. Charge shot is great for taking out titans because they don't see the lock on like some of the others and you can just dip behind walls to charge it up so they never see it coming. 2 shots and they're almost dead, then someone else in a titan or on the ground with you can generally take them down.
In the titan, I'm pretty much set. Drop grenades all over the map to get free minion skills, use cluster against pilots that are tricky to reach with the triple threat. In titan fight's, this is extremely solid. Catch whatever they try throwing at you with vortex shield. They have one too? Shoot the grenades at their feet. They charge you? Big punch them back into the grenades. A well places grenade or cluster missile can help you get rodeo pilots off, but I generally rely on my teammates, so I guess you could say that's the only weakness of this build. I might start experimenting with Ogre, but I don't like the loss of mobility and damage core. Mobility in this game also functions as defense, so losing dashes for armor/durability isn't really worth it in my opinion. When I get low, I dip out of the fight, regenerate, and get back in no problem usually. Also, using the environment to your advantage with the triple threat is great. I shoot over buildings and other obstacles at enemy titans and doom them fairly easily.
On average I'll get 6-7 pilot kills, 4-5 titans, and around 30 minions, varying based on assists and such.