|
Post by seanh on Jul 18, 2017 16:26:55 GMT -5
So I have won one on the spiny thing and just finished the grind for the first of the two event tempests. To be honest I am having serious grind fatigue and I don't know if I will be able to grind out the second one. The reviews have been so-so, but after that grind I will be damned if I don't use them for a while at least. Anyone got a particular opinion on whether grinding for the third is worth while? I have the bots to run whatever makes most sense, fury, carnage, Natasha, lance etc. I know the fury offers the best firepower, but it strikes me as a big slow soft target. Any thoughts?
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jul 18, 2017 16:45:25 GMT -5
I would say no. On the Wiki, the capacity/range/damage of a level 11 Tempest is the exact same as a pair of level 12 single molots. So a Tempest/Molot Natasha will be almost identical to a Triple tempest Fury. Tasha is just as slow and soft as Fury, but I think that's the way to go. Certainly much more economical too.
|
|
omni
Destrier
I made a War Robots Calculator! https://docs.google.com/spreadsheets/d/1cl4zAXMgBbH6U2h7sYn2g8z3wLqV
Posts: 26
Karma: 50
Pilot name: Omni
Platform: Android
Clan: Suicide Squad[$ $]
League: Expert
Server Region: North America
Favorite robot: Rhino
|
Post by omni on Jul 18, 2017 16:48:12 GMT -5
Well it's hard to say. The molot style build might get a huge boost in usefulness with the extra shield damage buff or it may be crap with the dash bots coming out. Honestly the difference between the damage between the Natasha and the Fury with the tempest build is not that significant. Although the Fury definitely is more. The DPM for each bot with a level 12 set: the Fury is 705k, the Natasha is 685k, the Lance is 560k, and Carnage is 470k. Of course that doesn't factor in accuracy. I've had success recently with a Molot Griffin on Android in Diamond 1 so I think they might be in a good position. They received a damage buff in 2.9.2 I don't know if it has dropped for IOS yet.
|
|
|
Post by 0ppressor on Jul 18, 2017 16:50:42 GMT -5
The Wiki and Pix's site are both wrong.
Neither show the most recent buff Tempest received.
Example: My tempest at lvl 6 do 850 per bullet. At level 7 they will do 930 per bullet.
|
|
|
Post by Golden Sabre on Jul 18, 2017 16:53:11 GMT -5
I just want to throw in my little 2 cents. 4 is one too many.
|
|
|
Post by Russel on Jul 18, 2017 16:54:04 GMT -5
I got two Tempest and called it a day though. Because I have no fury, and don't want more than 1 ranged bot in my hangar
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Jul 18, 2017 16:54:48 GMT -5
Do they show the molot buff though as well? If both got the same % buff, then the Tasha and Fury comparisons remain in tact.
|
|
|
Post by Russel on Jul 18, 2017 16:55:45 GMT -5
The Wiki and Pix's site are both wrong. Neither show the most recent buff Tempest received. Example: My tempest at lvl 6 do 850 per bullet. At level 7 they will do 930 per bullet. It depends. Wiki is not updated because numbers there are right for the iOS.
|
|
|
Post by SGT D00M! on Jul 18, 2017 16:58:32 GMT -5
I have none and hate you all.
|
|
|
Post by Russel on Jul 18, 2017 17:00:00 GMT -5
Do they show the molot buff though as well? If both got the same % buff, then the Tasha and Fury comparisons remain in tact. It should've. However Pix, as I stated earlier, is communicating very badly with players. So you can see only "Punishers, Molot, Punisher MK2 and Molot Mk2 damage buff" here And it's not there either: faq.Walking War Robots.mobi/hc/en-us/articles/203580281-Version-history
|
|
|
Post by seanh on Jul 18, 2017 17:00:53 GMT -5
Another plus would be I get to use the fancy. Flaming Natasha
|
|
|
Post by robocain on Jul 18, 2017 20:30:01 GMT -5
I suggest to grind the third Tempest. I have three at lvl 9 on my Fury and they rock. They also work very nice with Punishers on Lance and Leo.
|
|
|
Post by drake1588 on Jul 18, 2017 21:24:24 GMT -5
If the level 12 Carnage with 2 level 12 tempests on my team earlier was an accurate indicator, then he had two more tempests than the ideal amount.
|
|
|
Post by 0ppressor on Jul 18, 2017 23:55:20 GMT -5
If the level 12 Carnage with 2 level 12 tempests on my team earlier was an accurate indicator, then he had two more tempests than the ideal amount. Out of curiousity, why? Was it because the Carnage is a poor platform (if only for that mwtch)? Was it played poorly by the pilot? Just honestly want to know.
|
|
|
Post by noobcake on Jul 19, 2017 1:04:00 GMT -5
I played with the upgraded tempest on the test server. It does Ok at 600+ range but the damage gets pretty good when you are closer. I would get 2 at most.
My favorite setups were the carnage and the Lancelot. The carnage mobility let's you tear it up at all ranges. The Lancelot serves more of an anti midrange tank that can still dish it out on approach. The fury, butch, and natasha were a bit slow and tended to be Zeus/gecko/treb magnets.
|
|
|
Post by drake1588 on Jul 19, 2017 7:02:33 GMT -5
If the level 12 Carnage with 2 level 12 tempests on my team earlier was an accurate indicator, then he had two more tempests than the ideal amount. Out of curiousity, why? Was it because the Carnage is a poor platform (if only for that mwtch)? Was it played poorly by the pilot? Just honestly want to know. I think all of the above and more. Tempest needs more uptime than every other non molot ranged weapon. It really seems to be a much better close in /mid-range weapon suited to something like a Lancelot rather than a dedicated long/medium range weapon platform that would traditionally be zeuses, tridents, or trebs. I prefer to think in terms of DPE (damage per engagement) - tempest and the other molot are Dead last at this when operating at their designed ranges (discounting zenit and noricum.) People can get to cover before significant damage is done, or at least block LoS at range. It has a habit of driving Reds to favorable cover, making it harder on blues who are trying to cap.
|
|
|
Post by seanh on Jul 19, 2017 8:18:43 GMT -5
Out of curiousity, why? Was it because the Carnage is a poor platform (if only for that mwtch)? Was it played poorly by the pilot? Just honestly want to know. I think all of the above and more. Tempest needs more uptime than every other non molot ranged weapon. It really seems to be a much better close in /mid-range weapon suited to something like a Lancelot rather than a dedicated long/medium range weapon platform that would traditionally be zeuses, tridents, or trebs. I prefer to think in terms of DPE (damage per engagement) - tempest and the other molot are Dead last at this when operating at their designed ranges (discounting zenit and noricum.) People can get to cover before significant damage is done, or at least block LoS at range. It has a habit of driving Reds to favorable cover, making it harder on blues who are trying to cap. Do you think it would be effective at 500/600 sort of range. Would it be an alternative to pins/ tulu's?
|
|
|
Post by Russel on Jul 19, 2017 8:34:13 GMT -5
I think all of the above and more. Tempest needs more uptime than every other non molot ranged weapon. It really seems to be a much better close in /mid-range weapon suited to something like a Lancelot rather than a dedicated long/medium range weapon platform that would traditionally be zeuses, tridents, or trebs. I prefer to think in terms of DPE (damage per engagement) - tempest and the other molot are Dead last at this when operating at their designed ranges (discounting zenit and noricum.) People can get to cover before significant damage is done, or at least block LoS at range. It has a habit of driving Reds to favorable cover, making it harder on blues who are trying to cap. Do you think it would be effective at 500/600 sort of range. Would it be an alternative to pins/ tulu's? Back in the days of my Molot Griffin usage I start a game by half-emptying two Molots. And then I go to my firing position and just kept firing. Enemies were keeping their heads low, and I was constantly firing, only thing changing was number of guns. It was either 2 firing, 2 on reload, or 4 firing. I think Molots (and Tempest) main task is to keep enemies behind cover, especially Ancile ones and Triden\Zeus ones (I am looking at YOU, Zeus Carnage!)
|
|
|
Post by 0ppressor on Jul 19, 2017 9:23:19 GMT -5
Out of curiousity, why? Was it because the Carnage is a poor platform (if only for that mwtch)? Was it played poorly by the pilot? Just honestly want to know. I think all of the above and more. Tempest needs more uptime than every other non molot ranged weapon. It really seems to be a much better close in /mid-range weapon suited to something like a Lancelot rather than a dedicated long/medium range weapon platform that would traditionally be zeuses, tridents, or trebs. I prefer to think in terms of DPE (damage per engagement) - tempest and the other molot are Dead last at this when operating at their designed ranges (discounting zenit and noricum.) People can get to cover before significant damage is done, or at least block LoS at range. Â It has a habit of driving Reds to favorable cover, making it harder on blues who are trying to cap. Ah, just as I suspected then. Not the greatest accuracy at max range coupled with a bot/platform that can't hold a position (though it can reposition well) which hurts time on target(s). Well, that's why I'm going with the Raijin (「Tempest Raijin」). Thank you for the info.
|
|
|
Post by drake1588 on Jul 19, 2017 10:41:34 GMT -5
I think all of the above and more. Tempest needs more uptime than every other non molot ranged weapon. It really seems to be a much better close in /mid-range weapon suited to something like a Lancelot rather than a dedicated long/medium range weapon platform that would traditionally be zeuses, tridents, or trebs. I prefer to think in terms of DPE (damage per engagement) - tempest and the other molot are Dead last at this when operating at their designed ranges (discounting zenit and noricum.) People can get to cover before significant damage is done, or at least block LoS at range. It has a habit of driving Reds to favorable cover, making it harder on blues who are trying to cap. Ah, just as I suspected then. Not the greatest accuracy at max range coupled with a bot/platform that can't hold a position (though it can reposition well) which hurts time on target(s). Well, that's why I'm going with the Raijin (「Tempest Raijin」). Thank you for the info. That is a build I thought I'd hate, but has turned out to be really solid the couple times I've seen it. He's amazing at holding center on canyon since he can reach out and love the mid-rangers while tempests are actually quite effective in closer combat. Large health plus shield really makes him very lancelotish in that role. Also been good on Springfield as a more traditional ranged role and on moon staggered behind the closest beacons (the ones with the three spires you can use as cover.) Range is perfect for gunning guys down trying to make a push for center through the tunnel, or trying to soften guys up by standing towards the back edges. 250-650m is really the sweet spot for it I think in real world battle situations. Closer than that, thunder is better. Further, trebs are better. At the high end, it's effective at partly suppressing traditional midrange reds.
|
|