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Post by pirateb0t on Jun 27, 2017 20:18:56 GMT -5
Dredd already wrote the definitive guide to this bot so no reason to reinvent the wheel here. Next to the gareth this is my favorite bot to pilot.
I thought i'd just make a thread sharing general tips and tricks i've learned..
You can hit shielded bots by curving missiles around their shield. For example if a gareth or galahad is facing forward you curve it left or right and it will hit them behind their shield for full damage. If they are facing right then curve it from the left. You can always tell which direction they face by the direction they are moving or firing which is obvious.
There is not much cover that bots can hide behind when you get good at curving those missiles. A lot of guys think they can just sit behind a wall and be safe which is always a fun time. Hydras can curve in some amazing directions between those green brackets.
Range is king. When i'm lighting up RDBs I always stay outside their 520m range and always behind cover. There's nothing they can do.
Whack a mole. I usually don't sit and spam one guy unless he's an existential threat to the team. I hammer one griffin until he retreats or starts wall hugging. Then I switch to another pilot until he does the same and by that time the other victim thinks its safe to come out and then I start hammering him again. This can effectively ground the entire enemy team if they are in jumping bots.
Hydra doc is a very tactical bot. If you sit in it the whole game spamming missiles your team will lose for sure and you'll output subar damage. I never start with it unless I see the enemy team with 3 or more griffins in the beginning. Then i'll cripple those griffins. What often happens is that most pilots get pissed and start coming at me and i'll just kite them or they will all hop in energy shielded bots in which case i'll immediately switch to my plasma griffin.
The only counter to hydra doc is the spydra griffin and the hydra fujin. Don't trade missiles with these bots. Just soak the damage and focus on other griffins or change bots.
Hydra doc is also completely pointless if your missiles aren't at least lvl 8.
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Post by noobcake on Jun 27, 2017 21:29:57 GMT -5
I was a bit disappointed when I tried the hydra doc on the test server. It feels super painful getting smacked from nowhere but dishing it out is really unsatisfyingly slow.
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Post by pirateb0t on Jun 27, 2017 21:37:47 GMT -5
It's not a major dps or dpm bot that's why most people dismiss it off hand.
It's used to take out specific threats and to change the flow of the battlefield. If you use the hydra to attack anything and everything then it's lame. It's a scalpel not a sledgehammer. When there are not a lot of fast bots, griffins, or camping snipers in play then it's not useful to run a hydra doc at all.
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Post by noobcake on Jun 27, 2017 21:46:45 GMT -5
It's not a major dps or dpm bot that's why most people dismiss it off hand. It's used to take out specific threats and to change the flow of the battlefield. If you use the hydra to attack anything and everything then it's lame. It's a scalpel not a sledgehammer. When there are not a lot of fast bots, griffins, or camping snipers in play then it's not useful to run a hydra doc at all. I completely agree with this. The Tulu Rog is a similar kind of scalpel. It puts the damage where it needs to go from almost anywhere. Unfortunately, the doc is terribly exciting to pilot like the Rogatka is. Hence it was a little disappointing when I played the hydra doc on the test server. In any case, great tips and tricks. Thanks for writing it!
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Post by rustedscrap on Jun 27, 2017 21:48:05 GMT -5
Ive run hydra doc and found it underwhelming. Mind you my hydras were a mix of lvl 6 and 7 so probably underpowered for exert 1 on android.
I find the bot fun to use, like op said, agaist rdbs.
Now imagine how op docs would be if hydras were still swarm... omfg. Would be the best setup in the game.
I for my part like orkans on my doc. I usually squad with a guy who runs 5 thunder carnies so i usually shadow him and squirt anything that decides to shoot at him.
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Post by pirateb0t on Jun 27, 2017 22:08:23 GMT -5
The hydra doc is rather unique and I believe most people play it incorrectly because they think of it as a missile/rocket bot when you actually play it more like a sniper bot. The Hydra doc is really a mid range sniper.
But yes..lvl 6 and 7 hydras are too low level. Lvl 6 and below hydras are completely useless even against level 6-7 bots. Their damage tables really suck up until 8 when they start doing enough damage to wreck bots. Most people don't max out their bot levels in diamond so that's when they become painful.
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Post by ѻﻭɼﻉ on Jun 28, 2017 0:48:28 GMT -5
Hi Pirateb0t, your Doc won't stand a chance against my spiral Destrier LOL. j/k
Are you using quad hydra or a hybrid load out?
Excellent post btw, thanks
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Post by ѻﻭɼﻉ on Jun 28, 2017 1:12:31 GMT -5
Dredd already wrote the definitive guide to this bot so no reason to reinvent the wheel here. Next to the gareth this is my favorite bot to pilot. I thought i'd just make a thread sharing general tips and tricks i've learned.. You can hit shielded bots by curving missiles around their shield. For example if a gareth or galahad is facing forward you curve it left or right and it will hit them behind their shield for full damage. If they are facing right then curve it from the left. You can always tell which direction they face by the direction they are moving or firing which is obvious. There is not much cover that bots can hide behind when you get good at curving those missiles. A lot of guys think they can just sit behind a wall and be safe which is always a fun time. Hydras can curve in some amazing directions between those green brackets. Range is king. When i'm lighting up RDBs I always stay outside their 520m range and always behind cover. There's nothing they can do. Whack a mole. I usually don't sit and spam one guy unless he's an existential threat to the team. I hammer one griffin until he retreats or starts wall hugging. Then I switch to another pilot until he does the same and by that time the other victim thinks its safe to come out and then I start hammering him again. This can effectively ground the entire enemy team if they are in jumping bots. Hydra doc is a very tactical bot. If you sit in it the whole game spamming missiles your team will lose for sure and you'll output subar damage. I never start with it unless I see the enemy team with 3 or more griffins in the beginning. Then i'll cripple those griffins. What often happens is that most pilots get pissed and start coming at me and i'll just kite them or they will all hop in energy shielded bots in which case i'll immediately switch to my plasma griffin. The only counter to hydra doc is the spydra griffin and the hydra fujin. Don't trade missiles with these bots. Just soak the damage and focus on other griffins or change bots. Hydra doc is also completely pointless if your missiles aren't at least lvl 8. You make very good tactical points. L12 hydra+skillful target selection and lock-on+turning nose of mech away from target until almost losing lock-on+keeping mobile to assist target selection = what you say. I don't have 4 hydras, but 3, so I rarely but occasionally run triple hydra Fujin hitting one button then the next then the next for a continuous shower of hydra, but mainly I run a Spydra (all L12) if I decide to use them. A fellow pilot with same set up killed 11 mechs this way. Personally, I like to lower enemy mech life but leave them a sliver. That way, the rest of the team doesn't have to go up against a full-life in certain circumstances, such as capping a beacon. There is a time to stay in your mech til the bitter end (because of your usefulness to the team in those final moments of your mechs life), and a time to eject into a full-life. I find more oft than not, pilots in a sliver-life either stay in when they should eject to full-life, or they don't notice they're almost dead and end up costing their team precious time in a futile situation. Doing tag-team L12 Spydra assault while on discord is some of the funniest moments in gaming I've had. "Nexxxxt, nexxxxt, ok, who's next". We call out names, then work them with missiles from two sides. LOL
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Post by pirateb0t on Jun 28, 2017 6:57:23 GMT -5
Dredd already wrote the definitive guide to this bot so no reason to reinvent the wheel here. Next to the gareth this is my favorite bot to pilot. I thought i'd just make a thread sharing general tips and tricks i've learned.. You can hit shielded bots by curving missiles around their shield. For example if a gareth or galahad is facing forward you curve it left or right and it will hit them behind their shield for full damage. If they are facing right then curve it from the left. You can always tell which direction they face by the direction they are moving or firing which is obvious. There is not much cover that bots can hide behind when you get good at curving those missiles. A lot of guys think they can just sit behind a wall and be safe which is always a fun time. Hydras can curve in some amazing directions between those green brackets. Range is king. When i'm lighting up RDBs I always stay outside their 520m range and always behind cover. There's nothing they can do. Whack a mole. I usually don't sit and spam one guy unless he's an existential threat to the team. I hammer one griffin until he retreats or starts wall hugging. Then I switch to another pilot until he does the same and by that time the other victim thinks its safe to come out and then I start hammering him again. This can effectively ground the entire enemy team if they are in jumping bots. Hydra doc is a very tactical bot. If you sit in it the whole game spamming missiles your team will lose for sure and you'll output subar damage. I never start with it unless I see the enemy team with 3 or more griffins in the beginning. Then i'll cripple those griffins. What often happens is that most pilots get pissed and start coming at me and i'll just kite them or they will all hop in energy shielded bots in which case i'll immediately switch to my plasma griffin. The only counter to hydra doc is the spydra griffin and the hydra fujin. Don't trade missiles with these bots. Just soak the damage and focus on other griffins or change bots. Hydra doc is also completely pointless if your missiles aren't at least lvl 8. You make very good tactical points. L12 hydra+skillful target selection and lock-on+turning nose of mech away from target until almost losing lock-on+keeping mobile to assist target selection = what you say. I don't have 4 hydras, but 3, so I rarely but occasionally run triple hydra Fujin hitting one button then the next then the next for a continuous shower of hydra, but mainly I run a Spydra (all L12) if I decide to use them. A fellow pilot with same set up killed 11 mechs this way. Personally, I like to lower enemy mech life but leave them a sliver. That way, the rest of the team doesn't have to go up against a full-life in certain circumstances, such as capping a beacon. There is a time to stay in your mech til the bitter end (because of your usefulness to the team in those final moments of your mechs life), and a time to eject into a full-life. I find more oft than not, pilots in a sliver-life either stay in when they should eject to full-life, or they don't notice they're almost dead and end up costing their team precious time in a futile situation. Doing tag-team L12 Spydra assault while on discord is some of the funniest moments in gaming I've had. "Nexxxxt, nexxxxt, ok, who's next". We call out names, then work them with missiles from two sides. LOL I enjoy knocking the health down and letting them run around too. With the hydra doc it's also really important to know when to eject. When you aren't constantly hitting priority targets or the beacons start going down then it's time to eject. I've been in games where i've only used the hydra to get rid of a couple pesky enemy bots before quickly ejecting. My favorite game was when I squadded up with clanmates and we ended up going against a bunch of random masters guys due to wacky squad matchmatching. Most of our squad was a mix of diamond, a gold 1, and a couple low lvl experts. Needless to say they nearly meched us out but we managed to get a solid beacon lead and I was the last man standing in my last bot with 4 reds still left in dead city in.. the hydra doc. I managed to evade them for 30 seconds kiting them with hydras until the clock ran out and we won by a tiny sliver on the beacon bar.
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Post by ѻﻭɼﻉ on Jun 28, 2017 12:56:32 GMT -5
Hi Pirateb0t, your Doc won't stand a chance against my spiral Destrier LOL. j/k Are you using quad hydra or a hybrid load out? Excellent post btw, thanks Piratebot, you didn't reply to this one. I appreciated you tips, just wondering if you're talking about a quad hydra Doc here? Others who come across this thread may also - maybe edit that into original post?
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Post by ѻﻭɼﻉ on Jun 28, 2017 12:59:10 GMT -5
You make very good tactical points. L12 hydra+skillful target selection and lock-on+turning nose of mech away from target until almost losing lock-on+keeping mobile to assist target selection = what you say. I don't have 4 hydras, but 3, so I rarely but occasionally run triple hydra Fujin hitting one button then the next then the next for a continuous shower of hydra, but mainly I run a Spydra (all L12) if I decide to use them. A fellow pilot with same set up killed 11 mechs this way. Personally, I like to lower enemy mech life but leave them a sliver. That way, the rest of the team doesn't have to go up against a full-life in certain circumstances, such as capping a beacon. There is a time to stay in your mech til the bitter end (because of your usefulness to the team in those final moments of your mechs life), and a time to eject into a full-life. I find more oft than not, pilots in a sliver-life either stay in when they should eject to full-life, or they don't notice they're almost dead and end up costing their team precious time in a futile situation. Doing tag-team L12 Spydra assault while on discord is some of the funniest moments in gaming I've had. "Nexxxxt, nexxxxt, ok, who's next". We call out names, then work them with missiles from two sides. LOL I enjoy knocking the health down and letting them run around too. With the hydra doc it's also really important to know when to eject. When you aren't constantly hitting priority targets or the beacons start going down then it's time to eject. I've been in games where i've only used the hydra to get rid of a couple pesky enemy bots before quickly ejecting. My favorite game was when I squadded up with clanmates and we ended up going against a bunch of random masters guys due to wacky squad matchmatching. Most of our squad was a mix of diamond, a gold 1, and a couple low lvl experts. Needless to say they nearly meched us out but we managed to get a solid beacon lead and I was the last man standing in my last bot with 4 reds still left in dead city in.. the hydra doc. I managed to evade them for 30 seconds kiting them with hydras until the clock ran out and we won by a tiny sliver on the beacon bar. I completely agree with knowing ejection time, although rather than sacrificing a mech too early or needlessly, it may make more sense to do a hydras/tulumbas hybrid so you can get more damage into close range fighting before ejecting. Whadaya think?
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Post by pirateb0t on Jun 28, 2017 22:53:01 GMT -5
Hi Pirateb0t, your Doc won't stand a chance against my spiral Destrier LOL. j/k Are you using quad hydra or a hybrid load out? Excellent post btw, thanks Piratebot, you didn't reply to this one. I appreciated you tips, just wondering if you're talking about a quad hydra Doc here? Others who come across this thread may also - maybe edit that into original post? I use the quad hydra exclusively. I tried the tulumbas/hydra doc setup before getting hydra 3 and 4. I didn't like it because it doesn't use the hydra's best asset which is being able to maximize damage to enemies behind cover and beyond rdb rocket range. 2 hydras simply don't do enough damage to be worthwhile. Having 2 tulumbas just means it forces you into more 500m line of sight engagements which puts you at a significant disadvantage against all the mid range fighters out there. I'm not even a huge fan of the quad tulumbas doc. It looks good on paper but it is missing one of the biggest advantages of the griffin which is being able to evade rockets with jump.
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Post by ѻﻭɼﻉ on Jun 29, 2017 0:37:38 GMT -5
Piratebot, you didn't reply to this one. I appreciated you tips, just wondering if you're talking about a quad hydra Doc here? Others who come across this thread may also - maybe edit that into original post? I use the quad hydra exclusively. I tried the tulumbas/hydra doc setup before getting hydra 3 and 4. I didn't like it because it doesn't use the hydra's best asset which is being able to maximize damage to enemies behind cover and beyond rdb rocket range. 2 hydras simply don't do enough damage to be worthwhile. Having 2 tulumbas just means it forces you into more 500m line of sight engagements which puts you at a significant disadvantage against all the mid range fighters out there. I'm not even a huge fan of the quad tulumbas doc. It looks good on paper but it is missing one of the biggest advantages of the griffin which is being able to evade rockets with jump. Excellent thoughts on it, thanks, agreed. But I have found the quad Doc an excellent piloting experience. It takes getting used to, and even though evasion is sometimes difficult, I like the challenge of finding good positioning and it does great damage at L9 and L10 tulumbas. I burn out on running the rdb, mainly not a fan of its slow walk. The challenge also of the quad T Doc is not only line of site but getting the aim more precise so that you don't waste a bunch of rockets. I only have 3 hydra so a fourth isn't a priority at the moment, but one day I will try it and get back to you. Sounds super fun!
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