I was playing around with some parts yesterday and I came across a pretty versatile build- it has it's problems, but it should be able to overcome them so long as your energy dosen't hit rock bottom mid-escape. Anyway, here they are. Weapons are ever-changing on this build. SAMURAI: UHD-22 Lancelot Wodan CR110 KT-453/Narva ULG-10/A Denali UFC-11 Glance KV-3D3/Prochynl KT-2R3/Dafeng SCT-16/ER KO-2K2/Shershen (Power) Berufkraut SG54 (Rapid Fire) CIWS-10 Haora -- Lapsane LR220 (Rapid Fire) Fave EG13-2 (Power) ------ This is the Samurai. It has a few glaring problems, like it's horrendous defense against CE attacks (I'm not sure it's any better against TE, but CE is noticeably bad) and tendency to run out of energy using the Pulse Machinegun (Fave) while evading attacks. It's pros are that this is a fast AC with high KE defense (Autocannons aren't as bad, for sure.) capable of staying mobile and using energy weapons without completely draining the generator, as long as you don't spray forever. The CIWS is there to help against CE missiles- they can and will ruin your day. This is one of my first builds that isn't based mainly off of the small amount of stats seen in the first view in the garage. Now then, I couldn't make something and not improve it. I present the Nightmare, a close relative with somewhat better CE defense: Siegfried HD33 Ostara CR113 KT-453-2/Narva 2 ULG-10/A Denali UFC-11 Glance KV-303/Prochnyl UBT-2/H SCT-16/ER UBR-05/R (Power) UEM-45/E Davis (Power) UFR-23/R --- URF-15 Jesup (Rapid Fire) KO-3K2 (Rapid Fire) The Nightmare was aimed to fix the problems of it's predecessor, the Samurai. With higher CE defense and even greater stability, the Nightmare retains the versatility of the original while gaining more defense for longer firefights. Again, however, the pulse machinegun cannot be used as a main weapon- yoiur generator will need cooldown time at one point or another. What really names this mech is it's color scheme: Main: 40/40/40 Sub1: 80/80/80 Sub2: 255/0/0 Glow: 255/255/255 The weapons on both ACs change dramatically for any given mission, but the other parts generally remain the same. The exceptions are if one brings a "ready-position" gun, the FCS will probably change to a long-range type.