Overview
AR-57 is an SMG whose skill-determined role depends on the team’s current formation.
Her tiles want her on position 5 to hit everyone in a B formation ARSMG. If 3 or more allies are within her tile check, she increases firepower by 15% for allies on her tiles and herself, making her like a support/off-tank. If there are 2 or fewer, she increases evasion by 40% instead, making her like a main tank.
Her skill constantly comes up every 3 seconds, and all her buffs have a 2-second duration. While the effective uptime is similar to HGs at 2/3 vs 8/12, the fact that she needs to be standing in her position and every doll to be in place every 3 seconds is incredibly limiting.
The multipliers on the skills themselves are much lower than those of FP buff HGs and evasion self-buff SMGs, while her tiles are decent.
The fact that AR-57’s FP buff is tile-based means she is pretty much glued to position 5 to get the most value out of her skill’s off-tank version. But that means she will be where the main tank usually resides. Without a main tank's self-buff, AR-57 can take heavy damage and lose her own DPS due to link loss. And that’s not even to mention how 15% is weaker than even 3* HGs. So her off-tank version is a large hassle and not very productive.
One potential use-case for AR-57’s funky skill is supporting teams/dolls that require some kind of buff be constantly provided over and over, like AS Val Mod, M500 Mod, FX-05, and Python. She should be able to give Valmod 100% uptime pretty easily; however, other units like Nagant Revolver Mod and Python already do this job and provide respectable DPS buffs/tiles on their own.
The main tank version is not much better either. 2 or fewer t-dolls in her tiles means AR-57 will likely be in the frontmost column, taking all the damage early. And she will be stuck there due to the constant 3-second cooldown timers, making kiting and relocating difficult. The 40% evasion is also much weaker compared to proper SMGs like MP7, making AR-57 far more vulnerable than any main tank should really be.
All in all, AR-57 makes for a terrible experimental SMG by MICA. Her entire kit is weak and works against itself.
Pros
Short Cooldown
AR-57’s cooldown is 3 seconds, which is very fast and early into a fight.
SMG Tilebuffs
AR-57 has tiles that buff both ARs and SMGs, as well as offering decent firepower and evasion to go with them.
Cons
Incredibly Awkward Positioning
Due to the nature of AR-57’s skill, the positioning where they can make the most of their abilities is incredibly detrimental to her in the first place.
Short Skill Duration
3 seconds. That’s how long AR-57’s cooldown is. This constant need to be stopped in the right position to select skill type makes kiting and positioning even harder to manage than usual.
Weak Multipliers
15% firepower and 40% evasion are outclassed by many proper versions of AR-57’s skills.
Low Base Firepower
At 26 firepower, if AR-57 is used as a DPS this low firepower will reduce her effectiveness.
Low Base Evasion
74 Evasion is really low, especially for an SMG that might be doing tanking.
Link Dependent DPS
AR-57 inherits the main direct-fire SMG archetype issue, despite being on the frontlines, they suffer the most in DPS from chip damage.