Mr. Riggs: Mech Combat and Weapons

The mech you pilot: twin-stick combat, the weapon arsenal and its tiers, movement skills, and the survivability research that keeps Mr. Riggs alive in a swarm.

You spend the whole game inside Mr. Riggs, the mecha-suit, fighting in real-time twin-stick-style action combat. The mech is not just your weapon platform. It builds structures, harvests resources, gathers DNA samples for the Alien Research tree, and stands in the front line against the alien waves directly. That dual role, builder and fighter in one, is what makes the combat distinctive: you are not a separate hero defending a base someone else built, you are the same unit that placed every wall and now has to hold it. Keeping Mr. Riggs survivable and well-armed is therefore as much a part of base management as it is a combat concern.

Combat and movement

Combat is real-time and mobile. Mr. Riggs carries a primary and a secondary weapon and swaps loadouts to suit the threat. Survivability comes from researched upgrades, not from standing your ground. The two movement skills, the Dodge Roll and the Power Jump, are researched in the Weapons and Equipment tree and are what keep you out of swarm damage. Mobility is the point: a stationary mech in a large wave is a dead mech.

Research the Dodge Roll and Power Jump early and use them. The mech that keeps moving survives swarms that would overwhelm one that plants its feet.

The weapon arsenal

Weapons are researched and come in escalating quality tiers, typically Standard, Advanced, Superior, and Extreme. The arsenal is wide, and the documented categories cover ranged, melee, and gadgets.

CategoryWeapons
RangedMinigun, Small and High Caliber, Energy Weapons, Explosive and Liquid Weapons, Laser, Railgun, Corrosive Gun, Cryogenic Atomizer, Mini Nuke Launcher
Melee or secondarySword, Power Fist, Hammer, Spear, Plasma Sword
Throwables and gadgetsGrenade, Gravity Grenade, Nuclear Mine, Proximity Mine, Cryogenic Mine, Sentry Gun, Shockwave Blast, Swarm Missiles

Melee in detail

The melee weapons each fill a different niche, and the research points to a couple of clear favorites.

  • Sword: your first melee weapon. Decent speed and damage, good reach for terrain and sample farming.
  • Power Fist: base around 20 damage per strike, fast, hits and stuns multiple enemies, deals energy damage. Higher-tier modules let it drain enemy energy and slightly repair the mech on hit. Dual Power Fists are favored against physically-resistant enemies.
  • Spear: widely called the best melee weapon. It can hit enemies through walls and has one of the largest areas of effect in the game.
  • Hammer: short range, slow, high damage, cited at a minimum of 200 up to 250.
  • Plasma Sword: wide cone swings with AoE, strong against clustered swarm waves.

Building a ranged loadout

For ranged weapons, mix three roles rather than leaning on one gun. Pair a rapid anti-swarm weapon like the Minigun with a heavy hitter or armor-piercer such as the Railgun, High Caliber, or an energy or laser weapon, then add a crowd-clear or burst option, the Cryogenic Atomizer for slows, or the Mini Nuke Launcher or Swarm Missiles for burst. Carrying mixed damage types matters more since the 2.0 Omega creatures shifted resistances, so no single weapon is reliably “best” against everything.

Staying alive

Firepower is only half of it. Mech survivability comes from researched Mech Armor and Mech Repair, and from the Alien Research tree’s Mech Environmental Armor and Mech Fusion Core. The environmental armor in particular is what lets you operate in acid, radiation, and volcanic biomes without melting. The full survivable build pairs armor and repair with the Dodge Roll and Power Jump, so you can take hits, recover, and stay out of the worst of the swarm at the same time. Treat the survivability research as a parallel priority to weapons, not an afterthought.

Related: Weapon Loadouts, Bosses, Waves, and Hazards, and Research and Tech Trees.