Mechguns are tricky to effectively use: they have much lower ATP and ATA bonuses (the basic mechguns don't give any ATA whatsoever), have a much shorter range and much smaller attack radius than other guns, and have a very long cool-down time. It can also be difficult for new players to master the timing of the mechgun's attacks. However, powerful mechguns (such as the Red Mechgun) with a good Hit% bonus, in the hands of an experienced player, can be brutal; if used properly, mechguns have among the highest damage potential of all weapons in the game. They are good weapons for forces who need a decent ranged weapon.
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| - Mechguns are tricky to effectively use: they have much lower ATP and ATA bonuses (the basic mechguns don't give any ATA whatsoever), have a much shorter range and much smaller attack radius than other guns, and have a very long cool-down time. It can also be difficult for new players to master the timing of the mechgun's attacks. However, powerful mechguns (such as the Red Mechgun) with a good Hit% bonus, in the hands of an experienced player, can be brutal; if used properly, mechguns have among the highest damage potential of all weapons in the game. They are good weapons for forces who need a decent ranged weapon.
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| - Mechguns are tricky to effectively use: they have much lower ATP and ATA bonuses (the basic mechguns don't give any ATA whatsoever), have a much shorter range and much smaller attack radius than other guns, and have a very long cool-down time. It can also be difficult for new players to master the timing of the mechgun's attacks. However, powerful mechguns (such as the Red Mechgun) with a good Hit% bonus, in the hands of an experienced player, can be brutal; if used properly, mechguns have among the highest damage potential of all weapons in the game. They are good weapons for forces who need a decent ranged weapon. The basic mechgun requires at least 79 ATA to equip.
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