Aurora is the first artificial spacecraft in human history to complete a manned flight in the outer atmosphere. It represents the courage and determination to explore and expand.
Essentially, Aurora is an ark to the future with a view of the universe, but even within the atmosphere, it’s an incredibly powerful weapon. Using materials and designs across the ages, it’s both light and strong. It can be identified with its signature four Super Thrusters that provide it with unmatched mobility, and its powerful beam of particles that’s powered by five ion engines can be fired continuously for a couple of seconds, vaporizing anything in its path.
Aurora will set sail and bring humanity to the zenith of the universe.
|Battle Features||Hit-and-run, Burst|
Beam Rifle (Primary)
Energy particle rifle of moderate fire rate and power.
Clip Capacity: 16
Attack Frequency: 2.2 shots/sec
Reloading Time: 2.0s
Particle Cannon (Secondary)
Constant projection of high-energy particles.
Super Propulsion (Tactical)
Super high-speed, long-distance propulsion.
Jump (Core skill)
Perform a normal leap.
Fuel Consumption: 25/times.
1. Combat Strategies
Use your super propulsion skill to get altitude. Attack with a Particle Cannon in the air. While you wait for the Particle Cannon cooldown, keep attacking with the Beam riffle. Use jumps and Super Propulsion to dodge enemy attacks.
Every Mecha has four Module Skills: Attack Defense, Propulsion, and Core, that can be freely allocated out of combat. After allocation, the appropriate module must be found in the Arena to activate the skill. Every module type ranged from level 1-3 (Green, Blue, Purple) to activate skills of different levels.
Aurora relies a lot on secondary weapon. So its good to use modules focused on secondary weapon:
Cold Breeze module will reduce Particle Cannon’s (secondary weapon) cooldown time.
Engine Force Shield gives damage reduction when using Particle Cannon.
And Enhanced Voyage will increase Super Propulsion’s duration. This module very good for mobility.
Core 1 module Ingenious Tactics recommended to use, because its gives damage bonus for Primary weapon after using Super Propulsion. Core 2 module can works good too, but because of big secondary weapon cooldown time, Core 1 module looks more interesting. You can get damage bonus more often, every time after using super propulsion skill.
3. Tech setup
Each player has a different style of play, so it is better to choose the modules that are right for you. if you are an experienced player, I ask you to write in the comments your Nickname and the Modules, Tech setup & Pilot talent that you use. This way we will be able to collect tips and tech configurations of different alpha players.
Aurora depends a lot from its secondary weapon. Also, it requires some fuel to hover in air and attack from air. So, here’s Tech Configuration focused on Secondary weapon Cooldown time and Fuel recovery:
|Melee Components||Short-range damage +1.80%, Damage Bonus vs. Shield +3%|
|Improved Chamber||Secondary Weapon Recovery +2%, Accuracy +2.4%|
|Rapid Mag||Secondary Weapon Recovery +2%, Reload Rate +3%|
|Improved Fuel Tank||Max Fuel +2%, Fuel Recovery +1.8%|
|Concurrent Power Supply||Movement Speed +1.8%, Fuel Recovery +1.8%|
|Quick Cooldown Plan||Combat Skill Recovery +1.6%, Secondary Weapon Recovery +2%|
4. Pilot Ability
Since Aurora requires fuel to jump and hover in air, Joanna’s Expeditious Charge (Fuel Bonus) ability should works well for Aurora.
5. Tactical Terminals
Any of this Tactical AD Terminals works very good for Aurora:
This Terminal suits perfectly for Aurora, just keep distance from enemy, at least 50m away, and damage from enemy will be reduced by 10%. This is significant bonus to defense.
Great Terminal overall. If your Mecha Full HP and you use repair device, then it makes additional temporary Shield for Aurora, this is very good for Defense.
Movement Speed bonus helps to dodge attacks and keep distance from enemy.
Strike Back, Burstshot and other damage terminals:
Any of this terminals good for additional damage bonus.