Time for some more info about the upcoming system. Some stuff was already mentioned in a previous post but most dives into completely new topics.

Info part 1

Formation:

  • Accessed via new tab in the Echelon Formation screen.
  • You can create presets for Mobile Armor tech trees, components and crews.
  • Can’t be edited when deployed, just like echelons.

Component Selection:

  • Main Components provide stats and skill bonuses.
  • Main Components can also change the appearance of the corresponding components.
  • Universal Components only provide stat bonuses.
  • Cumulative total stat bonus is displayed in the summary column.

Info part 2

Members Selection:

  • Crew members provide different stat bonuses based on their position.
  • Type of crew members depends on the position.
  • Some crew members are displayed on Mobile Armor when selected.

Preset Formation:

  • Can be accessed from the formation interface.
  • Include components, crew members and armor design.
  • Max 10 presets for each Mobile Armor.

Info part 3

Deployment:

  • Can only be deployed at heavy heliports.
  • No manpower cost.
  • Usual 1 AP cost to deploy after mission starts.

Battle:

  • Main Battle Tank - an armored unit with formidable heavy weapon firepower. It is capable of direct confrontations, launching long-range attacks on enemy units within range, and providing friendly echelons with remote support.
  • Tactical Mech - an armored unit with powerful weapons and equipment, giving it excellent combat capabilities in direct confrontations.

Battle Skills:

  • Select Mobile Armor and tap skill icon at the bottom of the interface to activate the skill.
  • Manually activated heavy weapon skill allows for aiming by dragging the button.

Info part 4

Support Skills:

  • Available to some Mobile Armor units.
  • Work similarly to HOC support: friendly unit have to be in range, skill use consumes ammo.
  • Can be toggled during player’s turn.

Mobility & Supply:

  • Mobile Armor units don’t consume Action Points when moving, use Energy instead.
  • Each unit contains Main and Backup Energy Supplies, only the former is consumed by movement.
  • At the beginning of each round Energy is transferred from the Backup to the Main Energy Supply.
  • Both systems can be replenished at supply points.
  • Energy is continuously generated by the Energy Generator in the Garage and can be converted from basic resources.

Info part 5

Repair:

  • Mobile Armor units can be quickly repaired at a heliport using a Quick Repair Contracts without consuming manpower or parts but doing this will lower your battle ranking.
  • Completing or exiting a stage restores all not destroyed Mobile Armor units to full health.
  • Critically damaged units require manual repairs.

Withdraw:

  • Manually withdrawing at an active heavy heliport is free (no ammo, rations or energy is lost).
  • Manually withdrawing at normal heliports forfeits ammo, rations and energy supplies of the unit.
  • Skill cooldown is reset when manually withdrawing the units.