AirMechs

If you need to brush up on the actual stats, go ingame or visit the proper wiki. This section will be mostly for discussing mech usage and capabilities.

Striker

 * Melee has infinite vertical range. Attack units on bridges/ridges from above/below whenever possible.
 * Kuma: With missiles and armor it feels very sturdy and well balanced in DPS respect. No longer guns galore, it now requires some marginal skill to dogfight.
 * Trip: Missiles need to have more range/lasting time! More speed would be nice but not necessary
 * Mnob: Faster missiles and sword should draw less energy when mech gets hit.
 * Broad:+1 to Trip and Mnob

Chopper

 * Chopper is fine!
 * Trip: Chopper is slow. Only use the air missiles in a dogfight if you’re fighting a Warthog.
 * Aqua: You might not want to use missiles against Warthog anymore. [13408]

Bomber

 * Melee has lots of vertical range, being a sphere. Attack units on bridges/ridges from above/below whenever possible.
 * Mnob: Faster way to disappear units.
 * Cat's bomber guide which is ridiculously outdated now. Gemini as a recommended unit? That's soooo build 12k.

Neo

 * Fast <3
 * Kuma: Sneaky sneaky BOOM <3
 * Rigel: P Button (Auto Aim) = Mech Holocaust.
 * Tangi: Highest base groundspeed, derpy with blaster guardians, ground cloak, and emp.

Saucer

 * nohealth
 * adopt everything
 * Broadside: tickleplate

Osprey
Ground heal has Honeypot range as of 11757. This can heal a unit touching an outpost from the other side of the outpost.
 * OP

Warthog

 * Kuma: Can’t play it all that well, but it goes well with beppo for heromode and lexi for outpost camping. Step fire can be used to keep speed while maintaining gun spin.
 * BS: Tap-fire is a must if you intend to chase at all. Actually, chasing is a requirement for decent hog play, imo. You can maintain at least 90% of your speed tap-firing whilst dealing almost 100% DPS. Click fast, basically, or burst fire for maximum DPS whilst traveling. Also, if you enjoy chasing often as a hog like me, I personally recommend maxing spin-up first: the sheer speed of being able to keep up with almost all of the mechs except blinking sauces, boostersauces, or neos is remarkable. If not, stick to damage for those moments of epic hog pewpews clearing waves of units :3. The hog's special aibility is also good for chasing, should your opponent decide to land, but invest in it no more than one point before maxing spin-up. Derp. That's all.