BREAK ARTS II

BREAK ARTS II

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Proper Weapon Building
By Susono
Building weapons can be hard, this guide will help you to dominate and break your oppisition!
Today we will be going over the many types of weapons in break arts, and how to utilize them to their fullest potential.
   
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Assault rifles & Rifles
ASSAULT RIFLES

Rifles, and Assault Rifles have usually consistant and constant DPS. The problem alot of people have with building AR's is not balancing out Energy and heat regen. You must have them balanced and of course, below 1.00. The formula for balancing speed with damage is adding a few generators and making long barrels to increase speed of your shots and size to increase impact damage, and potentially knock people off couse ifyou dont outright kil them from their damage output. These weapons should be used with a lock range of 650 or greater to be consistant.





Smg's & Machine guns
SMG's

SMG's Are high firerate weapons with relitivly low damage. They do high amounts of dps within their range which you can increase with modules. The way to make a super high firerate SMG is just put about 4 Generators and a few coolant parts, but be sure to match them together so you have maximum effectiveness and speed. These mechs are good for heavier units, but can also be used for super light mechs that chase, paired along with a blade, it can be suprisingly deadly even on its own.A good lockrange for these types of weapons is 250-350 for their very short bullet life, since you mostly should be engaging at close range.




Machine Guns

Machine guns are similar to Assault rifles, yet have considerably lower damage to output more bullets, requiring more generators to make up for the damage loss. You can make a high damage Machine gun but it would take up alot of energy and you would only be able to shoot in small bursts. (Though you can make a burst rifle this way.) These are general purpose weapons and could be paired with minimum ranged weapons like rifles. Its a good idea to have a high energy capacity with these weapons to fire consistantly. A good lockrange for these type of weapons is around 450 or more.

Plasma Cannons & Sniper Rifles
Plasma Cannons

Plasma Cannons are the powerhouse of Break arts, they have the possiblity of breaking machines in one shot. Building them could go about many ways, you do not really worry about effeciency with them. Just make a massive cannon that takes 8 seconds to reload, and slap about one generator on there and build for damage with multiple barrels, and damage increasing parts. Or you can make a rapid firing plasma rifle, that fires in half that time, though with half the damage. The key is not to use many generators, for they do not contribute to damage. If you are building one you must primarily focus on one shot damage potential. Though you will need the energy capacity to hold that shot. And increase its size with certain parts, if the shot doesnt kill your enemy, knocking them off the course is the second best thing right? Lock ranges of 750-850 Is perfect for these types of weapons, though if the round is below 200 speed, i would reccomend 550-600 lock range.




Sniper Rifle

Snipers are long range, single shot weapons. They have incredible damage and amazing impact if built right, but slow reload and fire rates. They are particularly high in bullet velocity which can basically almost be hitscan. You might not have the potential to one shot Machines with it alone, though paired with another weapon it can make quick work of any who stand in its way. Its knockback is extreme and will easily push people out of lead into the dexcell zone. The longer the barrel the more velocity it will have, along with damage, though be mindful that it will also increase heat and recharge time. Like the plasma cannon it also requires massive ammounts of stored energy, though not much for constant energy, though if you wanted to fire faster, just had more generators. Lock ranges of 1000 and more would help this weapon quite alot at picking very far away targets in first if you are trying to catch up, best on a light mech for hit and run tactics.

Traps & Blades
Traps

Traps are not projectiles like all the previous weapons, they are large balls that can be modified considerably. They can do extremly high amounts of damage and can be littered all around the road for your enemies to run over and be damaged by. You can use these with debuffs to shut down your enemies boosts or overdrive so they stay behind you. Its recommended to use shot size to increase the size of the traps to increase the chances of hitting someone. No lock is needed.



Blades

Blades are super close range weapons, used to slash and melee machines once up close. They have incredibly high damage values, some easily supassing Plasma Cannons. Increasing shot size increases blade length, but primarily focusing on damage is needed to be able to one shot targets and take the lead. They have decent impact as well and can be used to knock people off track. These weapons require high amounts of energy to use, be wary when building one for damage. No lock is needed.

Emitters
EMT-02b BULL

The bull is a standard, solid emitter. It produces 1200 attack power base, which makes it good for building rifles and assault rifles, along with snipers to some degree due to its 240 shot speed.



EMT-05a DRAGON

The dragon is a low cost, low preformance emitter, with low shot speed of 180 and low damage of 800. Though attack heat is at 12%, very good for high fire rate weapons like SMG's if you are trying to add the maximum amount of coolers for a extremely fast fire rate. Though the bullet velocity of this emitter is quite low.



EMT-10e BIRD

The Bird is a heavy weight emitter with a damage value of 1800 and a bullet velocity of 240. Its shot load is the highest of the 3 emitters and also has the longest shot life of 3 seconds. This is especially good for plasma cannons and long range snipers. They can also have an amazing bullet velocity in weapons dealing extremly high damage per shot, though having slow fire rates as a trade off.

Debuffs
All status buffs can be stacked on eachother to increases its chances of procing status. These are best used on traps and high fire rate weapons, like SMG's


DENDROASPIS



GYROMITRA



LATRODECTUS

Conclusion
Take these words into consideration in building your weapons, these are for newer players who are lost in everything and have no idea on how to build somthing decetly effective for breaking Mechs. If this helped you in anyway then im grateful to make this guide to help, have fun out there and show them what a true break artist really is!

7 Comments
MyNameMeansBentNose 15 Mar, 2018 @ 5:07pm 
My favorite sub machine gun uses the EN01 generator, the dragon emitter, 2 Aly-A1 armor parts, 2 Aly-a1e and the opposing WEP-A-1_3 armor parts. AP 800, SS 200, recharge .33, exhaust .23 and 7200 endurance for 1650 load.

It helps me for chasing situations and bulks up my light mech when I'm leading by a huge margin. It's has only 75 more load than the preset mg.
Susono  [author] 25 Feb, 2018 @ 12:27pm 
@Feral At the time of writing this i didnt know that part about Blades, only weapon i havent used too much until now. Also increasing shot size and load increases blade length. Thank you though :>
Jenno 25 Feb, 2018 @ 12:23pm 
This is a pretty good guide, but one bother of mine is that you dont go into detail about what parts increase the time that the blade can be held out at ready to swing. If you can just slip this in I don't think I'll be able to come up with another critique :P
WaxanFire 15 Feb, 2018 @ 1:08pm 
Awesome guide! really helped me build a weapon that actually does somthing
n.C mixam 15 Feb, 2018 @ 7:54am 
Congrats on writing first guide for this game. Now waiting for proper mech building :D
Susono  [author] 13 Feb, 2018 @ 4:58pm 
@Sexual_Ackbar Thanks man
RAM GANESH 13 Feb, 2018 @ 4:50pm 
Great guide!