Which mechs do you take full consumable loadouts with (including the ones with +1 UAV or +1 airstrike or +1 coolshot)? Why? How does it work out for you?

Slower mechs tend to use fewer if any strikes because they don't have the mobility needed to get a good vantage point unless they're JJ capable. They tend to prefer cool shots because they can't just retreat and cool down, plus they tend to be vomit-y. UAVs are also useful here. Faster mechs tend to use fewer cool shots because they can run away and often play into hit and run tactics, strikes/UAVs are really useful for these mechs because they can dart around and hit clustered enemies especially during the early game where it'll matter the most. After that it's just a matter of the specific build I'm using and my tastes. Artillery is easier because it lasts longer and is great for area denial, air strikes end really quickly and land in a long but narrow line which is mostly for flushing out entrenched opponents. Arty is useful even if you don't hit anyone while air support is just frustrating when you miss, plus the jet flying overhead is a dead giveaway to move to the side. UAVs are the hardest to use because any skilled player will immediately think to look towards the sky if they see or even suspect a light mech just ran past them so you gotta time it perfectly once they get distracted.

/r/OutreachHPG Thread