The Wargames mad doesn't have obvious lanes
Yes it does. The waves
do not change no matter the difficulty mode. Watch your mini-map, they fall in the same area per round. In fact, I'm finding Frontier Defense
disappointing because of that: There's no unexpected twists.
Turrets are pointless. Smack anyone on your team that buys that shit because it's a waste of cash.
1. Arc Trap
2. Amped Battery
3. Nuke Rodeo (if wanting to chain, but even then you can basically speed yourself at a Nuke AI to chain some damage IIRC)
4. Amped Weapons if needed, but you really shouldn't need it as Thunderbolt is MVP.
Spam Arc Traps at all the spawn points (a bit out of them), laying them downwards every like 50 meters toward your generator. Since Arc traps slow down EVERYTHING, you should have more than ample time on Easy/Normal/Hard to clear everything out with you and your team.
Loadout is something like:
SMG/LMG/Assault Rifle (screw the Sniper Rifles) + Thunderbolt unless you're using that Charge Rifle with the quickfire so it doesn't charge up + Smoke Grenade with refilling Ordinance perk enabled.
A-wall (meh), Stim (MVP), Grapple (maybe)
Titans: Doesn't matter, pick them and get extra dash + nuke in case you get massively damaged and then spam EEE to take a group out if you're surrounded.
Nothing should get past you and your team if your team isn't brain-dead on defending/objective.
Kinda wish there was different waves to where this tactic wouldn't work and maybe the turrets would be useful instead of a waste of cash.
In terms of the Mechs:
1. Northstar
2. Monarch
3. Scorch (maybe, if you're good at burning groups)
4. Ion/Legion/Tone
100. Ronin (absolutely pointless and I hate having to level this one up)
So long as you have four uniques (and a Monarch with shield regen I guess) you won't have a problem. If your Mech gets nuked, your thunderbolt spamming while stimmed up will generally get you another one within 30 seconds.