FRONT MISSION 5: SCARS OF WAR WANZER BUILD FAQ by Vedran Bozicevic "60yardsMagnum" (60yardsmagnum@gmail.com) --------------------------------------------------------------------------- LEGAL STUFF --------------------------------------------------------------------------- Whatever you do with this Faq in terms of private use is no concern of mine. Please do not alter it, distribute it, post it, or do anything related to public use without permission. This Faq should only be posted at gamefaqs.com. If you see this document posted anywhere else in part or in its entirety, it is without the author's permission. --------------------------------------------------------------------------- INDEX --------------------------------------------------------------------------- 1. INTRODUCTION [INTR] 2. JOB BUILDS [BLDS] a. Assault [ASLT] b. Striker [STRK] c. Mechanic [MECH] d. Gunner [GUNN] e. Launcher [LNCH] f. Jammer [JAMM] 3. WEAPONS [WEAP] --------------------------------------------------------------------------- 1. INTRODUCTION [INTR] --------------------------------------------------------------------------- This guide deals with 6 classes or Jobs found in the game, and their builds. Here presented are some of the possibilities on how to set up your individual wanzers and entire party. Each Job will have it's basic description and tactics guide, along with possible builds. Front Mission 5 is a deep game, meaning you can customize your wanzers in many ways. I have presented major guidelines and kept it short, the small tinkering is up to you. I have named the builds for easier reference because it would be hard to refer to them as Gunner build II for example, and this way they sound cooler. The second part deals with weaponry and contains compiled stats of all weapon types, this can help you when comparing overall offense capabilities of your wanzers. The FAQ is written for normal mode, but most of the advices apply to hard mode as well. If you have any question, suggestions or malicious software, e-mail me. --------------------------------------------------------------------------- What is what: -Job's overall capacity to destroy enemy wanzers, consisting of raw damage and possible skill boosts (note: Strikers are classified as High offense. This is because they deal medium damage, but almost always hit the body and have high offense boosting skills) - Job's ability to take damage, basically Defense and defense boosting skills (Mechanics have High survivability because they use shields by default and can repair themselves, Jammers because they have high Evasion) - Job's ability to aid other team members. Only two Jobs have this ability - Mechanic (repair), Jammer (repair, armor coating) - Job's ability to deal damage from afar. -Job's average movement range, this depends on leg types. - How well the Job does in link attacks. (Strikers are classified as High because their attack uses only 1 AP, and Launchers don't have Link attacks) -Area of effect. Term borowed from MMORPGs, it means that the weapons deals damage on more than one square/target. In FM5, 3 weapons have AoE capabilities:GR,RK and BZ. - another term from MMORPG's. It describes a unit which soaks up most damage from the enemy, so that other units can act unhindered. There is no real tanking concept in FM5, but Strikers can usually be refered to as tanks, since they have high HP and receive much damage on the front lines. Note: not to be confused with real tanks which appear as enemies in the game. --------------------------------------------------------------------------- 2. JOB BUILDS [BLDS] --------------------------------------------------------------------------- --------------------------------------------------------------------------- ASSAULT [ASLT] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link --------------------------------------------------------------------------- Assault class is the most balanced class stats-wise. Pretty good offensive power, combined with decent defense and high movement emphasize how this class should be used-on front lines i.e. in short or medium distance battles. Weapon of choice is either a Machinegun or a Shotgun (preferably with a Death Shot skill). Assault pilots rely heavily on skills, and with good skill sets they can significantly increase their damage. --------------------------------------------------------------------------- Builds --------------------------------------------------------------------------- Weapons: MGx2 or MG/SG (with longer range or better accuracy) Skills: Switch, Speed, Terror Shot, Assault Link, Striker Link Parts: standard Assault parts Secondary job: Gunner The advantages of this build are that with two firearms, even if you lose one hand you can still use the other in same fashion. If you have a MG/SG you can use them to override enemy resistance defense. Disadvantage is the weight of the guns, sometimes you won't be able to equip two high level guns on the same wanzer. You can further tweak this build by using parts with high Evasion (e.g.Gust set). Weapons: SG+PB/KN/RD Skills: Double Assault, Boost, Speed, Assault Link, Striker Link Parts: Assault parts with higher defense and/or HP, and Output Secondary job: Striker This build trades the extra gun (or an empty hand) for a Striker weapon of choice. Its emphasize is on damage, Striker weapons deal high damage so your Assault wanzer can tear apart enemies much quicker (especially with skills like Double Assault). There are two disadvantages: Striker weapons have very limited range so you won't be able to connect with them all the time (rendering your Double Assault useless), and, if you lose the arm equipped with Assault weapon your wanzer will be crippled. Additional info: If you plan to use SGs, get one with Deadshot skill on it. Shotguns are generally not that useful since they hit all the parts, even destroyed ones. So, if enemy has only body to be destroyed it you will just waste your rounds hitting other parts as well. However, Dead Shot transfers the damage from destroyed parts to active ones, so a SG with Dead Shot skill can deal more damage than an MG. Also, it makes a certain percent of the rounds always hit, even if the enemy evades. Backdraw is that you will most likely need to spend some RP to remodel it. --------------------------------------------------------------------------- STRIKER [STRK] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link --------------------------------------------------------------------------- Strikers are hard hitters. Their aim is to close the gap between itself and the enemy and destroy them quickly with high damage weapons which tend to hit the body. They can also take a lot of enemy fire with high HP and Defense so you can use them as "tanks". Their weakness is their range - Striker weapons can only hit targets one square away, and not diagonally or if targets are on elevated positions. This also makes them unusable versus flying targets. --------------------------------------------------------------------------- Builds --------------------------------------------------------------------------- Weapons: KN/PB/RD (any combination of the two) Skills: Double Punch, Charge, Tackle, Footwork, Defense +4, Striker Link Parts: High Defense& HP + Turbo backpack Secondary job: Mechanic This build is pure offensive power. With high Defense and HP your Striker will be able to take tremendous damage and still be operational along with dealing high damage. Skills are offensive with some added defense bonus (e.g. Defense I from Mechanic job). Backdraw is the lack of evasion. Weapons: KN/PB/RD (any combination of the two) Skills: Double Punch, Charge, Tackle, Footwork, Striker Link, Evasion+2%, Revenge Parts: Sriker parts with high evasion + Turbo backpack Secondary job: Jammer This build uses less durable Strikers, but with high evasion. Tactics are the same, but be careful of Launchers, their attacks can't be avoided so this can cause problems. Get Feint from Jammer. Additional info: Strikers excel at links. Their attack uses only 1 AP so get them close to the enemy and let them loose. You can easily rack up kills with this tactic, especially if you position your Striker between two or even three (this is rare but possible) enemies. You can also equip shield on Strikers, although this has it's limitations, mainly in damage department. On the other hand, use a Devastator type Striker with a 30% damage cut shield and laugh at the enemies and their puny attempts to destroy him. You can also equip EMP backpacks on your Strikers. This will lower their damage capacity but can prove useful on occasions. It enables them to disable wanzers and then attack them as well as provide sensor support to your Launchers. It can be a nice alternative to Jammers. --------------------------------------------------------------------------- MECHANIC [MECH] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link --------------------------------------------------------------------------- Mechanics are the primary healing class. Their job is to keep other units alive and running, and sometimes aid in offense with Assault as their secondary job class. Although they'll spend most of time healing, Mechanics can be decent attackers if set up well. This refers to both their gear and battle tactics. They have high defense, and since they are suitable for shield use, this just adds to their respectable defense, along with skills like Defense and Block Damage xx. Since their second job is Assault they should use MG or SG as a primary weapon. Shields limit their attacking potency but this can be solved by equipping a shield with skill Remove Shield Limit. Although they will never have high damage output, use them to initiate links. --------------------------------------------------------------------------- Builds --------------------------------------------------------------------------- Weapons: MG/SG+SD with Damage cut 20-30% Skills: Defense, Block Damage xx, Repair AP-2, Slice Shot Parts: Parts with higher HP&Defense+Repair backpack Secondary job: Assault Using a high damage cutting shield and all the Mechanic's defensive skills, you get yourself a sturdy tank/healer. Main focus is on healing, and with defensive capabilities, it shouldn't be too hard to survive. Weapons: MG/SG+SD with Remove Shield Limit skill Skills: Defense, Block Damage xx, Repair AP-2, Slice Shot, Weakpoint Parts: Mechanic parts mixed with Assault parts (especially arms)+Light Repair backpack Secondary job: Assault Get a shield with Remove Shield Limit skill on it. It has lower protection but it will enable the Mechanic to perform two normal attacks in one turn. These shield are typically lighter so use the extra free output to equip a stronger MG or SG and/or better better arm parts, for example Assault arms which have better acuracy. You can also get a weapon with Remove Shield Limit skill, but I think shield is better because weapons with that ability usually have lower damage. Light Repair backpack will give you even more Output. --------------------------------------------------------------------------- GUNNER [GUNN] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link --------------------------------------------------------------------------- Gunners, along with Strikers and Launchers are high damage dealing class. They trade their survivability for range and offensive abilities. Position them behind Assaults and Strikers but still not too far away from the front lines. They can deal massive damage but go down easily, so positioning them is important. A good position is on higher grounds if available, if not then behind and to the side of front liners (usually 3-4 squares behind). This way they can deal damage and not worry about damaging allies with friendly fire, or getting themselves attacked. Some of the skills (Aim, Snipe) leave them immobile for a turn and they can be easily outmaneuvered, so be aware of the enemy movements. Gunners have three weapons of choice, and each weapon is unique. Note that Gunner weapons can be used with one hand, but then they suffer from accuracy penalties. --------------------------------------------------------------------------- BUILDS --------------------------------------------------------------------------- Weapons: RF Skills: Snipe, Quick Draw, Zoom, Panic Shot , Accuracy+2%, Max AP+1, Gunner Link Parts: Standard Gunner parts Secondary job: Assault Most common build for a Gunner. Rifles deal good damage, have excellent range and can have good weapon skills (e.g. Penetration). They hit one part per attack and are good versus Strikers and Launchers. They can easily pick of Launchers with a combination of their range and Snipe skill. If you're fighting a Striker, don't use Aim or Snipe, because they will tear your Gunner apart. Weapons: BZ Skills: Snipe, Quick Draw, Zoom, Accuracy+2%, Max AP+, Gunner Link Parts: Gunner parts with higher Accuracy Secondary job: Assault Bazookas deal even greater damage than rifles and they have AoE damage, so they can destroy enemies fast. They deal Impact/Fire class damage and the explosion never misses. However, they have lower range and accuracy, and minimum range of 3 squares. This means enemies can often get in your blind spot (too far away or too close). If you use close combat formations, don't use bazooka Gunners because friendly fire will hurt you more than the enemy. Weapons: GG Skills: Zoom, Panic Shot , Accuracy+2%, Max AP+1, Gunner Link Parts: Standard Gunner parts possibly with a mix of Assault parts Secondary job: Assault Gunners with Gatling guns act as a hybrid of the Gunner and the Assault jobs. Tactics are the same as with Raptor Assaults, the only difference is that Gunners go down more quickly. --------------------------------------------------------------------------- LAUNCHER [LNCH] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link / --------------------------------------------------------------------------- Launchers have the best range in the game, along with high damage and possibility for best AoE. The sheer damage of their weapons makes them formidable class and makes up for the lack of Link attacks. They must remain behind everyone else and deliver their damage from safety. In this, they are similar to Gunners, however their speciality lies in Area of Effect (AoE) damage, which they deliver with Grenade and Rocket launchers. Note that in indoor missions, GR and RK are unusable. --------------------------------------------------------------------------- BUILDS --------------------------------------------------------------------------- Weapons: MSx2 Skills: MS Burst, Inferno, AP cost 0, Max AP+, AP Charge+, Defense+4 Parts: Standard Launcher parts Secondary job: Striker/Assault First of the two Launcher builds, this one focuses only on direct damage instead of AoE. Missiles are the most reliable weapon - they have enormous range and do not miss. Use them as openers on enemy wanzers. EMP Sensors backpack are useful if you're planning on having Launchers, since they increase their range to wherever the carrier of the backpack is. Weapons: MS+GR/RK Skills: MS Burst, Wildfire/Carnage, AP cost 0, Max AP+, AP Charge+, Defense+4 Parts: Standard Launcher parts Secondary job: Striker The second Launcher build combines Missiles and either a Grenade or Rocket launcher for AoE. The tactic is obvious - if there are many enemies grouped together use your GR/RK, if not, use your MS. The difference between GR and RK is that GR hits the specified target for normal damage and surrounding targets for decreased damage equally on all parts, while RK hits all targets and their parts in range for a random damage. Additional info: Launcher's main problems are limited ammo and lack of AP. Launcher weapons are the only weapons which use ammo, so be sure to bring ammo items with you. As for the AP problem, of course, first thing to do it to equip all those Max AP and AP Charge skills. Other than that, watch where you place your Launchers. If you use too much AP on movement, you probably won't have enough to do your attack. Considering their low movement, all Launchers should be equipped with Hover type legs. --------------------------------------------------------------------------- JAMMER [JAMM] --------------------------------------------------------------------------- Offense Survivability Support Range Movement Link --------------------------------------------------------------------------- Jammers are the the most versatile Job of the game. Their standard tactics include disabling enemy wanzers with EMP backpacks and debuffing them with skills. They also fit other roles, for example their backpacks also increase the range of Launchers, or they can equip certain EMP backpacks that allow them to repair allies or give them additional armor coating for a limited period. However, this all-round ability means that they don't excel in any area such as offense or defense. They are useful in normal group situations, but 1-on-1 they are quickly overwhelmed. They can equip 4 variations of default EMP backpack, but they don't have much gearing possibilities and so they fall in two different builds. --------------------------------------------------------------------------- BUILDS --------------------------------------------------------------------------- Weapons: FT/SG/MG Skills: Feint, Fix Damage, Minus Shot, Freeze Shot, Hellfire, Evasion+2% Parts: Standard Jammer parts+EMP or EMP Sensor backpack Secondary job: Assault This is a standard Jammer build. Use the EMP backpack to disable enemy wanzers and then attack them. Use your high Evasion to remain alive. Flamethrowers are default weapons, and are somewhat good, but MG and SG beat them in almost every segment. FT are only good for the Hellfire ability. Weapons: FT/SG/MG Skills: Feint, Fix Damage, Minus Shot, Freeze Shot, Evasion+2% Parts: Standard Jammer parts+EMP Repair or Repair EMP backpack Secondary job: Assault This build utilizes repair functions of certain EMP backpacks and gives Jammer the ability to become a secondary healer. He will be able to deal damage, repair allies, give them support through additional armor coatings and use EMP disabling abilities on enemies. Still, his damage will be low and the repairs not as good as Mechanic's. --------------------------------------------------------------------------- WEAPONS [WEAP] --------------------------------------------------------------------------- There are 12 types of weapons in total (not counting the special weapons in Hard mode), and they all fall in 3 damage categories: Piercing, Impact, Fire. If you use a weapon of one type (e.g. Impact) and the enemy wanzers has that resistance (Impact), the damage you deal will be reduced by around 25% so make sure to bring weapons of various types. Weapons can further be classified as one-shot (e.g. Rifle) or multi-shot weapons (e.g. Machine gun). That means higher accuracy is more important on one-shot weapons - if they have low accuracy they will miss completely, where low accuracy for multi-shot weapons means lower damage, but damage nevertheless. All weapons attack twice in one turn (this is referred as one attack), except Launcher weapons, who attack only once (consequently, their damage is much higher compared to other weapons). The next list is a list of compiled weapons damage stats. The point rating is based on maximum damage that a certain weapon type can inflict, and therefore is not 100% accurate. For example, if a MG's damage is rated as 100, one must take into account that the average accuracy of a MG is around 80% meaning that the real damage would be something like 80-100. Because of the accuracy oscillations on both weapons and Arm parts it would be impractical (and hard because I'm no math genius) to calculate them all. --------------------------------------------------------------------------- MG 846 SG 832 FT 712 GG 1092 RF 734 BZ 910 KN 460 PB 532 RD 666 MS 942 GR 1072 RL 1072 --------------------------------------------------------------------------- Launcher weapons have the highest damage, followed by Gunner weapons, then comes Assault and the last are Striker weapons. Once again, this is raw damage capacity for reference, and it's not completely accurate. For example, Striker weapons have the lowest damage. However, this is supplemented by the extra free weight they get from Turbo backpack and the fact that Striker weapons often hit Body. Gatling guns deal high damage, but their low accuracy makes this damage much lower. --------------------------------------------------------------------------- JOB COMPARISON A comparison chart of all 6 Jobs: --------------------------------------------------------------------------- //////// | Assault Mechanic Gunner Launcher Striker Jammer | Offense | Medium Low High High High Low | Surviva. | Medium High Low Low Medium High | Support | Low High Low Low Low High | Range | Medium Medium High High Low Low | Movement | High Medium Low Low High Medium | Link | Medium Medium Medium / High Medium | --------------------------------------------------------------------------- --------------------------------------------------------------------------- CREDITS --------------------------------------------------------------------------- -Thanks to Gamefaqs for hosting this guide -Thanks to Square Enix for making an awesome game called Front Mission 5 -Thanks to the fan translation project team