1. Heavy
2. 49% Defense, 50% Offense, 1% Mobility.
3. Heavy
4. Targetting System Enhancement - Allows the omniframe's targetting system to zoom towards a target for an extremely minimal amount of energy, but this can work almost indefinitely, and draws power the more it's used to zoom in with no real upper limitations beyond sheer power consumption.
Reactor Unshakling - Essentially Overclocks the suit's on-board reactor to allow it to generate up to 300% more energy, but if used for too long, can result in catastrophic failure of the reactor, requiring a manual repair time, with a chance of just meltdown and destroy both the mech and the pilot, this chance is highly dependant upon the quality of the reactor itself.
5. Shoulder-mounted weapon is a plasma cannon capable only of firing energy mortars at an area, resulting in a medium-range AoE attack. Only fitting for a Medium-sized mech.
6. Primary weapon is a large-caliber sniper rifle jury-rigged as a railgun, with electromagnetic rails to propel bullets farther and faster than traditional sniper rifles. Weapon firing takes part of the suit's energy, although this weapon has been custom-made to take all reserves of power from the suit, but to maximize it's power and speed.
With any Secondary Weapon, this suit would be far too unbalanced.
7. I'd name it "The Reaper" or something like that. This suit would be mainly unarmored, with most of it's making being designed solely for being able to fire the primary weapon without doing twenty flips, or sending the suit into the ground at 90 mph. The suit has a mostly unprotected cockpit, using only a very small shield lining fitting for environmental protection and nothing else.
The suit itself is fairly agile and only due to excessively large hydraulics systems.
It features a very large, bulky rear part of the suit for all of the support the suit needs to move and fire weapons from.
It feels light but powerful, but as if it could easily lose balance. Looks like a Light Mech with Heavy Mech limbs, essentially.
Pilot wears a helmet at all times for mainly oxygen in any airless environments, but also for using the TSE ability described above.
Mech is horribly weak, having no real armor to speak of, and absolutely no protection for the Pilot.
This mech is designed for taking out high-health targets from safe distances, even if that distance is fifty miles or more.
But tbh, I'd never be able to have a computer so good that I could use use a mech, even if it wasn't horribly imbalanced.
IF there are going to be roles made for crafting and gathering stuff, then I'd likely have a mech designed for that.
1. Heavy
2. Mostly Mobility and Defense, Barely any Allocation towards Offense.
3. Heavy Reactor.
4. Crafting Module - This frame features an advanced crafting module that allows it to craft any composite materials, and most objects. Less efficient than a base-type crafting module, but useful for those who prefer to multi-task and don't mind time cost increases. Movement speed decreases time cost of crafting based on how little the frame moves, with higher speeds resulting in a higher time cost for crafting, if not outright pausing the crafting entirely, but this includes the movement of any part of the frame, including arms. Module can be accessed by other frames if given permission, but crafting queues pile up onto one list even if multiple items are chosen to be crafted from multiple different people.
THMPR Slot - Using the entire left arm, and shoulder, this mech can physically carry THMPRs of almost any size, but movement speed is reduced by 50% and prevents the mounting of shoulder weapons, or the combative use of the left Omniframe Arm. Allows the repeated deployment of THMPRs on the field if air drops are not allowed, or THMPRs take too long to be retrieved and redeployed. Can opt for not carrying a THMPR at any time, but the left arm still cannot be used for combat as it can only move in one direction at a time.
Back-mounted Afterburners - If for any reason whatsoever the pilot must escape an ambush, the frame and power up highly powerful thrusters located in the back to get away at a moment's notice. Movement speed increases by a factor of 3, but can take damage from hitting environmental bits like walls, boulders, etc. and this movement speed boost only works on forward movement, not even angled forward movement. Has a cooldown of 30 seconds, and lasts for 30 seconds, but while active, prevents the use of any system beyond those related to mobility. Prevents the use of a Primary Weapon due to power constraints. The more power you have, the more speed you can get.
Construction Tool - This mech harnesses a powerful construction tool for the purposes of creating base objects and repairing other Omniframes, but is less powerful than the type found on Omniframes devoted to either repairing, or construction.
Can be used as a melee weapon, unless it's a laser, then short-range weapon. Can also be used to heal the omniframe it's on, but this ability is VERY limited to the range, only able to heal damage inflicted from front-facing attacks.
5. THMPR Slot Blocks the use of Shoulder-Mounted Weapons.
6a. Back-Mounted Afterburners prevent the use of a Primary Weapon for power reasons.
6b. Construction Laser/Tool deals a heavy amount of damage, but can only be used at the tool/laser's optimal range
7. Called "The Pioneer" for a reason, it's designed as a support-role omniframe with just enough armor to give it a small fighting chance against lower-class enemies, with the sole purpose of reinforcing groups behind enemy lines and establishing forward bases. Although it is ineffective compared to base-constructing omniframes, it's other roles make it a jack of all trades for supporting more combat-effective omniframes.
Controls fairly well, having mostly an emphasis on mobility, it's movement is fairly decent, but it looks bulky and can get to a very slow speed without it's afterburners.
Looks like your typical heavy OmniFrame, with more bulky hydraulics for the legs, and more support for the mid-body areas (if possible, has 3 legs, 2 legs controlled normally, and a third more heavy leg that reacts to momentum and moves according to reactive AI, located in the back, facing towards the back.
I like support roles in wargames. My best classes in Planetside 2 are the Medic and Engineer in that order, and my sunderer game ain't half-bad either.