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Post by bahogilok on Feb 13, 2017 10:56:50 GMT -5
Good evening Pilots! I would like to share some of my thoughts on the topic, and would love some feedback (i.e. am I doing things inefficiently?) DISCLAIMER: I am by no means an experienced pilot, and these observations are based on my personal experiences (less than a month of play) on a level 6 Griffin with level 6-7 weapons salvaged from poor Boas unable to cope with the new MM
From what I have read (and seen in live battles), Griffins are excellent DPS bots capable of massive burst damage from rockets at close range, or respectable sustained damage at decent range in the form of glorious golden showers of urine plasma. (For now, I will exclude the more exotic builds such as spiral+hydra, molots etc., since rocket and plasma sets seem to be the most effective loadouts) Unfortunately, the overgrown Cossack is slow as week-old constipation going through a tight sphincter and relatively fragile compared to other heavy bots. This leads to a combat role that is actually closer to support than a front-line setup, but with damage that rivals the harder-hitting bots - but at the same time, the Griffin is more prone to enemy retaliation due to: - Slow, with long-「bum-bum」 cooldown on its only defensive ability (jump)
- Having shorter range than traditional support (300m for rockets, 350m for plasma)
- Being a serious threat that has low armor, no shields and no hardpoint for anciles makes it a very desirable bot to prioritize
- Player perception of being an "easy" target simply due to the fact that it costs silver (for example, when I see a Galahad and a Griffin separate from the main group and close in on a beacon I am waddling to, I would probably target the griffin first since I would automatically think that the Galahad, having spent a considerable amount of gold on a bot would PROBABLY have better weapon levels to go along with it)
- Did I mention that the Griffin is slow? Because it is.
In short, piloting the Griffin is a game of peek-a-boo. You need to properly utilize cover and know when to (and more importantly, when not to) expose yourself. This aspect of Griffin play is surprisingly nuanced and took me the better part of several weeks to get a hang of after being used to the Boa (rule of thumb, when in doubt just hide behind the biggest baddest blue bot around). For the "boo" part of peek-a-boo, the Griffin needs enough DPS to quickly take out its intended target - one less bot shooting at you improves survival rate significantly. Plasma loadouts can do this with relative safety, since they are 100% efficient at max range (350m), and rarely miss. Rockets on the other hand, need at least 300m - and are most effective at around 200 due to the fact that moving bots are harder to hit with rockets.
A few weeks ago, I came across some youtube videos featuring Aphid+Orkans. I had 2 pairs of Aphids on my trusty old patton, and decided to take them out for a spin. I immediately noticed a big difference in the way the Griffin handled - instead of waiting for an eternity for the perfect time to pop out before jumping to safety (typical DB Griffin tactic), I could utilize the time it takes to get into position to do significant damage. This allowed me to make contributions to skirmishes that I wouldn't otherwise have been able to participate in, since I was either too far away or I was too busy taking cover/getting into position (Galahads and Rhinos expect me to keep up with my lightning fast 32 km/h speed?). I also loved the fact that I could fire the Aphids over buildings, so I felt that in terms of longevity, Aphid+Orkans were definitely more sustainable.
On the downside, the burst damage was greatly reduced, as well as the ability to deal with shielded bots. I would need 2-3 salvos from aphids before coming out with Orkans blazing to ensure a kill. This was not a problem with a dedicated rocket build, since the only bots that wouldn't die to a salvo from a DB setup are ones that greatly out level my current weapons (of course, assuming there was no ancile blocking the rockets). Another disadvantage is that Aphids are damn near useless against faster bots (Jesus those blue ants stalkers want me to rip my eyes out). Pinatas can even take stalkers out when in stealth, especially when they hug walls (thanks Noricum Patton! that totally justifies not using a bot that actually contributes to battle). Of course, Orkans do the exact same thing, but when paired with Pinatas they do it a whole lot faster than missing with Aphids.
Finally, the Aphid+Orkan combo gives up the element of surprise. It's pretty hard not to notice a big brown bot lobbing aphids at you at 32 km/h, and pretty easy to flank them under cover. I have also discovered that Aphids seem to come with a big 「fluffernutter」ing SHOOT AT ME WITH TREBS sign - not fun in big maps at all. With the Pinatas, at least I have a decent chance on sneaking up on enemies if they are preoccupied with my blue meat-shields.
In the end, I returned my Aphids to the patton (Which is smaller and faster, and generally a better Aphid carrier) and stuck with the traditional DB Griffin.
What do you guys think?
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Feb 13, 2017 11:18:42 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this...
The jump shot is the best thing about a Aphid/Orkan Griff.
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Post by Thunderkiss on Feb 13, 2017 11:28:54 GMT -5
Personally I like the aphid/orkan setup much more. It was bugging me that it wasn't insta-death for the opponent, like with the traditional death button setup, but I thoroughly enjoy the nuanced play so much more.
This is on a level 9 griffin, with 10/11 orkans and flopped between 11/11 pinatas and 10/10 aphids.
Again, lots more firepower with it being dB, but I like the game play much more with aphids.
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Post by bahogilok on Feb 13, 2017 11:31:39 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... The jump shot is the best thing about a Aphid/Orkan Griff. I have actually been considering upgrading some tulus/pins, though stock (level5) the seem a bit lacking compared to pinatas or aphids. About the Aphid nerf, I have noticed that the further away you are (over 300m) and firing to the side (the same technique to make spirals curve around walls) makes Aphids shoot at a much higher arc. Is it just my imagination? I guess I need to practice jump shots, since I usually save the jump for escape
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xj92
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Post by xj92 on Feb 13, 2017 11:41:08 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... The jump shot is the best thing about a Aphid/Orkan Griff. Uh do you mean db or rdb?? (rdb= tulumbs, CRV pins) And if you want instant bot removal then db (orkan, piñatas) is the best setup.... Aphids with orkans is meant to wear enemies down from cover before you finish them with a salvo from your orkans, piñatas is more in your face.
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Axe
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Post by Axe on Feb 13, 2017 11:53:07 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... I couldn't agree more about the distances, but I disagree about the use of the RDB or Russian Death Button. RDB's have been somewhat relegated to the alt-hangar because of both Furry and Butch Tridents with their 600m range within the higher "tiers". Nonetheless they are still king of range in the lower levels. Overall, the Griffin is, in my opinion, one of the least understood, yet most effective bots in the game. It's cheap, has a good amount of HP, and a special ability that is second to none as far as I'm concerned. Just like the Carnage though, it requires a bit of skill and finesse to use effectively. My advice for the best setup is therefore contingent on your skill and experience. Learning the Griff well requires a bit of progressive learning. I recommend you progress through the stages of Griff skill-development like so: - Russian Death Botton - RDB Griff. Focus on mastering the jump and coming to grips with being patient while your weapons reload. This patience will pay dividends later when you get into closer proximity to your foes. Additionally with a 500m attack range, you'll learn how to lead moving foes, and you'll have quite a bit of leeway when it comes to making mistakes; at least until Trebs and Tridents appear on the battlefield.
- Plasma Griff - aka, Taran/Magnum Griff. Focus on maneuvering within the 300-350m range thus avoiding splash damage from Orkans that can be a kryptonite for such a slow moving bot. Focus on using cover to protect your hit zone while corner shooting your Tarans. Be aware of that reload and always keep your weapons loaded to maximize your damage when exposed to the enemy.
- Hybrid Plasma Griff - aka Taran/Aphid Griff. Now that you are comfortable keeping your standoff from foes to maximize your weapons, now add in the ability to prep your foes with a few round of Aphids before or during a jump. Be cognizant of shielded bots and leverage your Aphids for one the shield attacks on Lances, while leveraging side-angle shots and corner shooting.
- Hybrid DB Griff - aka Orkan/Aphid Griff. Your weapons' range has decreased so you'll need to be more comfortable getting ever closer to the enemy. Continue to leverage your Aphids against foes whom you haven't yet fully identified by bot type and weapon load out. Only jump on those bots you know will be susceptible to your Orkans and be mindful that Orkans need a lot of time to fully recharge.
- DB Griff - aka Orkan/Pinata. This is the most deadly of all Griffs in the hands of an experienced pilot. Combine two of these into a fire team and you've got a nearly unstoppable combo on any close map (e.g. not Springfield). You're going to have to stay in the 250-300m range ring which puts you in close combat so be mindful of Thunders! Also, by this point you should be leveraging your jump to mostly jump vertically, or between cover. Do not jump a DB Griff into an open space without being 100% sure you can kill whatever you are attacking, as well as anything that might come along shortly thereafter.
Good luck out there!
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Post by Team Alpha Strike on Feb 13, 2017 12:05:36 GMT -5
I use up to 3 Griffs in my TT hangar.
I currently use a DB setup, but that's only because this bot's primary role is killing Galahads and any other enemy that I determine can killed with a 136K rocket salvo. That's the concern with DBs - 136K potential damage you might incur if you mess with them. This causes all Galahad pilots to pause. Heck, all bots that can't take 136K damage take caution to DB, cause they'd be stupid not to. This caution that the DB setup causes is a weapon in itself, as it can frequently cause plasma bot defenders to back off and yield you a beacon unconetested --- that won't happen with other Griff setups.
The other 2 Griffs I use are in RDB and OrkAphid setups.
I used the OrkAphid more before the Aphid nerf, but now too many TT pilots in heavies can slip a good portion of the missiles and I can't use a weapon that depends on a target being stupid or unaware. In the lower MM the OrkAphid will still work, but for me the Aphids are not effective enough now. There is one place where the OrkAphid outshines the DB and that's on the upramp approach to the Yamantau center beacon --- where approaching red bots on the other side can't maneuver avoid Aphid and they can't hit you with LOS weapons.
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Post by blastronaut on Feb 13, 2017 12:08:19 GMT -5
You forgot
VI. Hellfire Griff - aka Orkan/Magnum Griff. A loadout usually used on Rhinos, capable of chipping away at bots when the Orkans run out of charge. Works really well with cover from a shield bot. Using the reverse-hellfire Griff - aka Taran/Pinata Griff is not recommended.
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Post by SlowReflexes on Feb 13, 2017 12:09:37 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... The jump shot is the best thing about a Aphid/Orkan Griff. Uh do you mean db or rdb?? (rdb= tulumbs, CRV pins) And if you want instant bot removal then db (orkan, piñatas) is the best setup.... Aphids with orkans is meant to wear enemies down from cover before you finish them with a salvo from your orkans, piñatas is more in your face. I love my O/A Griff, and am considering leveling some Aphids to make a second one. As someone mentioned, the Aphids let you keep doing damage, even finish off cripples, while you're slowly maneuvering into position, or just waiting for the right moment. And the jump attack with Aphids really isn't much weaker than the full DB version. So over time you're going to do a fair amount more damage than a regular DB.
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Post by bahogilok on Feb 13, 2017 12:10:13 GMT -5
- Russian Death Botton - RDB Griff. Focus on mastering the jump and coming to grips with being patient while your weapons reload. This patience will pay dividends later when you get into closer proximity to your foes. Additionally with a 500m attack range, you'll learn how to lead moving foes, and you'll have quite a bit of leeway when it comes to making mistakes; at least until Trebs and Tridents appear on the battlefield.
- Plasma Griff - aka, Taran/Magnum Griff. Focus on maneuvering within the 300-350m range thus avoiding splash damage from Orkans that can be a kryptonite for such a slow moving bot. Focus on using cover to protect your hit zone while corner shooting your Tarans. Be aware of that reload and always keep your weapons loaded to maximize your damage when exposed to the enemy.
- Hybrid Plasma Griff - aka Taran/Aphid Griff. Now that you are comfortable keeping your standoff from foes to maximize your weapons, now add in the ability to prep your foes with a few round of Aphids before or during a jump. Be cognizant of shielded bots and leverage your Aphids for one the shield attacks on Lances, while leveraging side-angle shots and corner shooting.
- Hybrid DB Griff - aka Orkan/Aphid Griff. Your weapons' range has decreased so you'll need to be more comfortable getting ever closer to the enemy. Continue to leverage your Aphids against foes whom you haven't yet fully identified by bot type and weapon load out. Only jump on those bots you know will be susceptible to your Orkans and be mindful that Orkans need a lot of time to fully recharge.
- DB Griff - aka Orkan/Pinata. This is the most deadly of all Griffs in the hands of an experienced pilot. Combine two of these into a fire team and you've got a nearly unstoppable combo on any close map (e.g. not Springfield). You're going to have to stay in the 250-300m range ring which puts you in close combat so be mindful of Thunders! Also, by this point you should be leveraging your jump to mostly jump vertically, or between cover. Do not jump a DB Griff into an open space without being 100% sure you can kill whatever you are attacking, as well as anything that might come along shortly thereafter.
Good luck out there! Good way of looking at it! Question: Is jump worth the utility compared to the Rhino's armored+speedy? considering they have the same potential rocket damage
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Post by bahogilok on Feb 13, 2017 12:12:42 GMT -5
I admit I have been under-utilizing the potential for jump, as I only use it for escape; I can't seem to break out of the boa playstyle
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Post by SlowReflexes on Feb 13, 2017 12:16:18 GMT -5
You forgot VI. Hellfire Griff - aka Orkan/Magnum Griff. A loadout usually used on Rhinos, capable of chipping away at bots when the Orkans run out of charge. Works really well with cover from a shield bot. Counterproductive on a Griffin. The only reason to use it on a Rhino is the shield, you can keep doing damage while you're moving about, or sitting tight under shield while the mediums reload. On a Griffin you don't want to be exposed. And a load out that only makes sense if you have a shielded teammate to hide behind is silly.
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Post by blastronaut on Feb 13, 2017 12:17:29 GMT -5
I admit I have been under-utilizing the potential for jump, as I only use it for escape; I can't seem to break out of the boa playstyle escape jump is a great use for the Griffin. If you don't have support from teammates a vertical jump will leave you as a sitting duck and a forward jump is suicidal. Best jumps are back to escape or perpendicular towards cover.
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Post by blastronaut on Feb 13, 2017 12:19:33 GMT -5
You forgot VI. Hellfire Griff - aka Orkan/Magnum Griff. A loadout usually used on Rhinos, capable of chipping away at bots when the Orkans run out of charge. Works really well with cover from a shield bot. Counterproductive on a Griffin. The only reason to use it on a Rhino is the shield, you can keep doing damage while you're moving about, or sitting tight under shield while the mediums reload. On a Griffin you don't want to be exposed. And a load out that only makes sense if you have a shielded teammate to hide behind is silly. Works well for me. It's gooding at finishing off other rocket Griffs before their weapons recharge.
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Post by gr3ygh05t on Feb 13, 2017 12:19:58 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... I couldn't agree more about the distances, but I disagree about the use of the RDB or Russian Death Button. RDB's have been somewhat relegated to the alt-hangar because of both Furry and Butch Tridents with their 600m range within the higher "tiers". Nonetheless they are still king of range in the lower levels. Overall, the Griffin is, in my opinion, one of the least understood, yet most effective bots in the game. It's cheap, has a good amount of HP, and a special ability that is second to none as far as I'm concerned. Just like the Carnage though, it requires a bit of skill and finesse to use effectively. My advice for the best setup is therefore contingent on your skill and experience. Learning the Griff well requires a bit of progressive learning. I recommend you progress through the stages of Griff skill-development like so: - Russian Death Botton - RDB Griff. Focus on mastering the jump and coming to grips with being patient while your weapons reload. This patience will pay dividends later when you get into closer proximity to your foes. Additionally with a 500m attack range, you'll learn how to lead moving foes, and you'll have quite a bit of leeway when it comes to making mistakes; at least until Trebs and Tridents appear on the battlefield.
- Plasma Griff - aka, Taran/Magnum Griff. Focus on maneuvering within the 300-350m range thus avoiding splash damage from Orkans that can be a kryptonite for such a slow moving bot. Focus on using cover to protect your hit zone while corner shooting your Tarans. Be aware of that reload and always keep your weapons loaded to maximize your damage when exposed to the enemy.
- Hybrid Plasma Griff - aka Taran/Aphid Griff. Now that you are comfortable keeping your standoff from foes to maximize your weapons, now add in the ability to prep your foes with a few round of Aphids before or during a jump. Be cognizant of shielded bots and leverage your Aphids for one the shield attacks on Lances, while leveraging side-angle shots and corner shooting.
- Hybrid DB Griff - aka Orkan/Aphid Griff. Your weapons' range has decreased so you'll need to be more comfortable getting ever closer to the enemy. Continue to leverage your Aphids against foes whom you haven't yet fully identified by bot type and weapon load out. Only jump on those bots you know will be susceptible to your Orkans and be mindful that Orkans need a lot of time to fully recharge.
- DB Griff - aka Orkan/Pinata. This is the most deadly of all Griffs in the hands of an experienced pilot. Combine two of these into a fire team and you've got a nearly unstoppable combo on any close map (e.g. not Springfield). You're going to have to stay in the 250-300m range ring which puts you in close combat so be mindful of Thunders! Also, by this point you should be leveraging your jump to mostly jump vertically, or between cover. Do not jump a DB Griff into an open space without being 100% sure you can kill whatever you are attacking, as well as anything that might come along shortly thereafter.
Good luck out there! Good Observations. The Griffin is perhaps the most effective Au Bot out there. In fact you probably will never play a game without encountering one in the current meta.
Now as far as picking whether you would go with aphids or piñatas depends on play style.
RDB's have become less popular lately due to the buff to the trident. Carnage Tridents pretty much beats the RDB IMHO.
Personally the pure DB griffin is the best but requires patience and skill which some pilots just don't posses. And you are right, a fire team of two DB griffin can take out even an Ancilot which appears to be gaining some popularity lately.
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Post by SlowReflexes on Feb 13, 2017 12:20:12 GMT -5
- Russian Death Botton - RDB Griff. Focus on mastering the jump and coming to grips with being patient while your weapons reload. This patience will pay dividends later when you get into closer proximity to your foes. Additionally with a 500m attack range, you'll learn how to lead moving foes, and you'll have quite a bit of leeway when it comes to making mistakes; at least until Trebs and Tridents appear on the battlefield.
- Plasma Griff - aka, Taran/Magnum Griff. Focus on maneuvering within the 300-350m range thus avoiding splash damage from Orkans that can be a kryptonite for such a slow moving bot. Focus on using cover to protect your hit zone while corner shooting your Tarans. Be aware of that reload and always keep your weapons loaded to maximize your damage when exposed to the enemy.
- Hybrid Plasma Griff - aka Taran/Aphid Griff. Now that you are comfortable keeping your standoff from foes to maximize your weapons, now add in the ability to prep your foes with a few round of Aphids before or during a jump. Be cognizant of shielded bots and leverage your Aphids for one the shield attacks on Lances, while leveraging side-angle shots and corner shooting.
- Hybrid DB Griff - aka Orkan/Aphid Griff. Your weapons' range has decreased so you'll need to be more comfortable getting ever closer to the enemy. Continue to leverage your Aphids against foes whom you haven't yet fully identified by bot type and weapon load out. Only jump on those bots you know will be susceptible to your Orkans and be mindful that Orkans need a lot of time to fully recharge.
- DB Griff - aka Orkan/Pinata. This is the most deadly of all Griffs in the hands of an experienced pilot. Combine two of these into a fire team and you've got a nearly unstoppable combo on any close map (e.g. not Springfield). You're going to have to stay in the 250-300m range ring which puts you in close combat so be mindful of Thunders! Also, by this point you should be leveraging your jump to mostly jump vertically, or between cover. Do not jump a DB Griff into an open space without being 100% sure you can kill whatever you are attacking, as well as anything that might come along shortly thereafter.
Good luck out there! Good way of looking at it! Question: Is jump worth the utility compared to the Rhino's armored+speedy? considering they have the same potential rocket damage On tight maps, YES, YES, absolutely YES. The ability to go over obstacles instead of having to go all the way around... To not have to walk through choke points, is extremely powerful. On open maps, less so.
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Axe
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Post by Axe on Feb 13, 2017 12:28:15 GMT -5
Question: Is jump worth the utility compared to the Rhino's armored+speedy? considering they have the same potential rocket damage I'd personally say yes based on my own judgement and the incredible lack of Rhinos in the upper tiers nowadays. The reality is that without the Rhino developing the ability to back away quickly, the utility of the jump vastly exceeds the utility of the shield/speed of the rhino. Just my two cents though.
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Post by bahogilok on Feb 13, 2017 12:36:39 GMT -5
On tight maps, YES, YES, absolutely YES. The ability to go over obstacles instead of having to go all the way around... To not have to walk through choke points, is extremely powerful. On open maps, less so. I'd personally say yes based on my own judgement and the incredible lack of Rhinos in the upper tiers nowadays. The reality is that without the Rhino developing the ability to back away quickly, the utility of the jump vastly exceeds the utility of the shield/speed of the rhino. Just my two cents though. Thanks guys! This made me feel really good about putting off that rhino purchase, which I was seriously considering if it had that much of an advantage over a Griffin. I generally skip open maps after all
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Feb 13, 2017 15:19:19 GMT -5
As a Griff Pilot. The RDB is probably the best set up for instant bot removal. The problem is distances, having to get too close to make every rocket count, and difficulty leading all the rockets 250 -350m all while sideways jumping through the air. With Aphids I could fight from behind cover. I could get two volleys off then pounce with Orkans. The Aphid Griff is one of the few ways to overcome the Aphid nerf (lower arc)hitting buildings.You can launch Aphids at the peak of a jump and more often it gets the guy hugging the wall. I moved away from RDB because of this... The jump shot is the best thing about a Aphid/Orkan Griff. I have actually been considering upgrading some tulus/pins, though stock (level5) the seem a bit lacking compared to pinatas or aphids. About the Aphid nerf, I have noticed that the further away you are (over 300m) and firing to the side (the same technique to make spirals curve around walls) makes Aphids shoot at a much higher arc. Is it just my imagination? I guess I need to practice jump shots, since I usually save the jump for escape The Jump is more than just escape...its also used for aggressive positioning (Think two Griffs walking toward a Rhino.. one jumps left, the other right, and the Rhino just can't use its shield in any meaningful way)...Aggressive jumping is especially critical if a jump can put you into a spot that allows a very advantages position or crossfire...On the way in, if timed right you can both get the great firing spot and a 3pt jump shot of Aphids right onto the guy who thinks his wall hugging is gonna save him...its a double combo...sometimes triple. I especially love catching a Fury playing a little too close...One jump, Aphids are in the air, and by the time I land my rockets are lighting up his silly looking retreat. Another form of aggressive jumping is the danger close jump..if you come 100m or below, face to face with your target.. jump over them while drilling them in the top of the head. Stop firing when you are directly over them as its generally a waste ...Make sure you get your guns turned before landing and you will have 3-5 seconds some times of watching your opponent spaz turn and getting hammered. Love it.
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thundergrunt72
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Post by thundergrunt72 on Feb 13, 2017 15:44:55 GMT -5
My hangar runs an Aphid Orkan Griffin (8/8) for all the reasons listed here. One of the things I found to be especially nice about running Aphids is the center beacon ramp on Yamantau. You get a little bit of edge there and some survive-ability just lobbing Aphids over the center 1/2 Patton style. Vertical leaps take out the squishies. Noticeable downside is fast moving stalkers something something burn in hell.
I also run a full plasma griff (8/8s) and it is there exclusively for the recent massive uptick in Carnage presence. Even then, it is not an optimal answer. Still working on it. Plasma griffs have not had it easy lately! Stupid thunder carnages something something die in a grease fire.
I used to run an RDB (see below) and it is an EXCELLENT bot and you can always, always, always put one in your hangar. It does what it does exceedingly well. Also a great way to get into the game and learn tactics. Patiently play back, watch your team mates and learn!
As an aside, I replaced my RDB with a Doc. I suspect a lot more people will do the same once the bot is more widely available. The loss of jump trades well with higher movement speed. Learning curve is a 「female dog」 though, it's not nearly as easy as it looks. Something something One weird trick rhinos hate him!
I tried a molot griffin. Waste of time. Makes a huge amount of noise and little to no appreciable effect. Hydra griff is seven deuce off suite on an ace high board. You just are not going to do much with it. The hellfire griffin mentioned above, I havent tried it so I won't shoot it down out of hand, but my sense of things tells me I would never trade magnums for pinatas, or Aphids. Just giving up way too much functionality and dps. My 2c.
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Feb 13, 2017 16:07:09 GMT -5
"Stupid thunder carnage's"... is where I use the jump escape to maintain 250m distance...all the while hammering it with what ever I got.. You use yourself as the carrot while banging it with the long end of the stick you're tied to.
A good Carnage Pilot won't take the bait.
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Post by gr3ygh05t on Feb 13, 2017 18:04:19 GMT -5
"Stupid thunder carnage's"... is where I use the jump escape to maintain 250m distance...all the while hammering it with what ever I got.. You use yourself as the carrot while banging it with the long end of the stick you're tied to. A good Carnage Pilot won't take the bait. Stupid thunder carnages? If you think that's how about them trident carnages? I think those are worse as they easily outrange my DB Griffin.
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Post by sonofsam on Feb 13, 2017 20:02:36 GMT -5
Aphids: Most bots can slip some if not all the damage from them.
Too many overhangs. If they catch these damage is reduced. Completely useless if enemy is under or on opposite side of the bridge in the desert.
Easily defeated by hugging a wall.
No chance in hell of hitting a Stalker that hits his cloak as you fire.
Total useless against a physical shield.
All told I may run a Aphid Patton for fun occasionally, but I'm putting Pintas on my Griffin.
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Post by ΜØØSE on Feb 14, 2017 0:18:44 GMT -5
Aphid/Orkan Griffin is a lot of fun, but I kill more reds with pinatas.
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Post by mechtout on Feb 14, 2017 0:24:40 GMT -5
Pinatas are definitely easier to deal at close range. Aphids reload a lot faster, takes forever to reload pinatas.
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Post by Pilot Moby_dic on Feb 14, 2017 2:19:15 GMT -5
To summarise is the Griffin a 'patience' bot - a bait and kill? I think I probably play it too aggressively
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