There's a rather odd bug with this squad where if you take the Enhancing Mech into the test room, you can increase its damage as much as you want and it won't reset when you go into the next mission (whereas completing a mission does reset it).
Ok so I did a run with this squad and I have to say, the only Mech I found worthy of putting every single core in at the start was the Enhancing Mech. Everyone else could wait their turn for weapons upgrades.
I think the Mortar Mech could use a 2-core upgrade for Buildings Immune though because so many strategies were ruined by those buildings and a lot of artillery weapons eventually pick up a Buildings Immune power of some sort. Abe is definately a must for that Mech to be effective as well.
The Nanobot Mech is also useful but it's more like a Pulse Mech without two directions and it can shield buildings in front of it.
Now you could say that I could shield buildings, then drop the Mortar on the area but the Nanobot Mech is being used elsewhere to push things away. So maybe instead of a range increase or a close-range damage boost, Buildings Immune might be a better power.
The Enhancing Mech is insane though; however the Precharger doesn't seem to do anything on the first shot if you have +1 damage. I was expecting at least +2 damage right out of the gate; because it charges up a shot for +1 damage. So for two turns, you'd think it'd do 2 damage, then 3, then 4. So that probably needs looking into.
Hey, I keep getting the error "mods/Collateral/scripts/init.lua:55: attempt to index global 'Schippi_Powering_Shot' (a nil value)" and I was wondering if that had an easy fix, as I was looking forward to using this squad.