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Post by AVC on May 16, 2020 22:48:37 GMT -5
It's like shooting at a T-Falc sometimes.
I've nearly finished on in the WS but how are they not dying when I go up against them?
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Post by Deleted on May 16, 2020 22:50:17 GMT -5
It's like shooting at a T-Falc sometimes. I've nearly finished on in the WS but how are they not dying when I go up against them? What is a t-falc? Is it a thunder falcon?
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Post by AVC on May 16, 2020 22:55:38 GMT -5
It's like shooting at a T-Falc sometimes. I've nearly finished on in the WS but how are they not dying when I go up against them? What is a t-falc? Is it a thunder falcon? Traditionalist Falcon. It's a pilot skill that gives you 50% more durability. Makes them like a tank. It's the new-school Ancilot
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Post by ѻﻭɼﻉ on May 16, 2020 23:22:16 GMT -5
- Higher hp the higher they’re leveled - 33% damage resistance during ability - Possibly equipped with leveled Battleborne/s and/or Heavy Armor Kits - Advanced Repair Unit - Pilot skills like Armor Expert, Invulnerable Raider, Adamant Guardian - Durability booster or possible stacking of these in squad
oh, and the extra durability paint job
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Post by Garbage game on May 16, 2020 23:25:12 GMT -5
It's like shooting at a T-Falc sometimes. I've nearly finished on in the WS but how are they not dying when I go up against them? What are you shooting them with? If you're not using lockon weapons, Phantom's speed, durability, and 「fluffernutter」ed to death hitbox in combination with persistant lag will make you miss a lot with Avengers and Plasma weapons.
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Post by kamikazejohnson on May 16, 2020 23:32:06 GMT -5
I can say this much for Phantoms...since their release, my pinpoint targeting skills have improved greatly.
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Post by Deleted on May 16, 2020 23:47:08 GMT -5
It's like shooting at a T-Falc sometimes. I've nearly finished on in the WS but how are they not dying when I go up against them? Most run BB's plus with DR and with a small hitbox makes it a tough kill. For the tougher S-Clan dudes, bots have a shelf life anyway so as long as they get that first beacon, especially in BR ... that's all that matters. No matter matter what they are running ... Strider with double DR and full cryo will knife fight with one and bring him to Last Stand, well leveled will get me because I don't run Last Stand ... Ares with Scourge/Spark + Retribution will bring them to Last Stand if I'm close ... and Suppress & land full Cryo Nightingale will take them. Make sure the blue DR is out at the top, much easier to take down when your weapons are doing full damage. What is a t-falc? Is it a thunder falcon? Traditionalist pilot skill Falcon ... no fangs out, but have 50% more health. so only 1 heavy slot?
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Post by Deleted on May 16, 2020 23:47:47 GMT -5
What is a t-falc? Is it a thunder falcon? Traditionalist Falcon. It's a pilot skill that gives you 50% more durability. Makes them like a tank. It's the new-school Ancilot That is interesting
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Post by Koko Bop on May 16, 2020 23:55:15 GMT -5
- Higher hp the higher they’re leveled - 33% damage resistance during ability - Possibly equipped with leveled Battleborne/s and/or Heavy Armor Kits - Advanced Repair Unit - Pilot skills like Armor Expert, Invulnerable Raider, Adamant Guardian - Durability booster or possible stacking of these in squad And, of course, 3 maxed Last Stand modules will render any Leech, any Phantom, absolutely indestructible. The ‘Six Infallible Phantoms‘ is the classic opening move for a 90-second match.
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Post by AVC on May 17, 2020 0:48:59 GMT -5
Most run BB's plus with DR and with a small hitbox makes it a tough kill. For the tougher S-Clan dudes, bots have a shelf life anyway so as long as they get that first beacon, especially in BR ... that's all that matters. No matter matter what they are running ... Strider with double DR and full cryo will knife fight with one and bring him to Last Stand, well leveled will get me because I don't run Last Stand ... Ares with Scourge/Spark + Retribution will bring them to Last Stand if I'm close ... and Suppress & land full Cryo Nightingale will take them. Make sure the blue DR is out at the top, much easier to take down when your weapons are doing full damage. Traditionalist pilot skill Falcon ... no fangs out, but have 50% more health. so only 1 heavy slot? Yes, the outer two weapons (and the jump ability) are negated. Which I find was useless anyway unless you are not brawling. A Falcon using 3 weapons is one waiting to be quickly killed. Unless they are sniping with trebs, which can be really effective. And annoying.
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Post by AVC on May 17, 2020 0:52:31 GMT -5
It's like shooting at a T-Falc sometimes. I've nearly finished on in the WS but how are they not dying when I go up against them? What are you shooting them with? If you're not using lockon weapons, Phantom's speed, durability, and ?fluffernutter?ed to death hitbox in combination with persistant lag will make you miss a lot with Avengers and Plasma weapons. Yeah OK, If it's my dash usually Tarans. But they seem to be unkillable with most everything. Never thought of the Red Team boost stacking though. Mostly all the unkillable ones run last stand, but they seem to be hard to even get down to the trigger point. Thought it must be some special pilot skill, but I guess if you use every armour trick in the book that will work
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Post by Deleted on May 17, 2020 1:14:13 GMT -5
Yes, the outer two weapons (and the jump ability) are negated. Which I find was useless anyway unless you are not brawling. A Falcon using 3 weapons is one waiting to be quickly killed. Unless they are sniping with trebs, which can be really effective. And annoying. So basically the t falcon is the invinicible shutze
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Post by schrotter on May 17, 2020 1:40:35 GMT -5
Exactly what Garbage game said. The problem is caused by damage resistance, speed, and lag. The solution: use lock on weapons, they fry phantoms just fine. Edit: another suggestion just occurred to me. Wait until a phantom attempts to change direction, e.g. attempting to backpedal. Then fire. These little guys run fast, but turn extremely slowly.
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Post by AVC on May 17, 2020 1:43:25 GMT -5
Yes, the outer two weapons (and the jump ability) are negated. Which I find was useless anyway unless you are not brawling. A Falcon using 3 weapons is one waiting to be quickly killed. Unless they are sniping with trebs, which can be really effective. And annoying. So basically the t falcon is the invinicible shutze Haha, yes. An old school bot that one for sure. Which was still common when I started. One on one invincible. Sometimes. But I do get a bit fool hardy and try to take on two or three. Then it's not so invincible
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Post by Deleted on May 17, 2020 1:44:30 GMT -5
So basically the t falcon is the invinicible shutze Haha, yes. An old school bot that one for sure. Which was still common when I started. One on one invincible. Sometimes. But I do get a bit fool hardy and try to take on two or three. Then it's not so invincible what do you run on it?
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Post by Garbage game on May 17, 2020 1:55:27 GMT -5
I did the math from the wiki and the Phantom can have up to 56% DR with Battleborn. warrobots.fandom.com/wiki/Battle_Born and Invulnerable Raider: After capturing a beacon, the robot has increased resistances for 30 seconds. Max: 25 defense points. Adds up with Phantom's 50 Def Pts during ability to 125 Defense Points
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Post by Shockwave on May 17, 2020 2:41:41 GMT -5
Because these stupid little things have no penalty.
Remember a time in War Robots where you have to had skills to use 300m weapons because getting this close (with slow bots back then) was a high risk?
This doesn't apply to Phantoms anymore. These little devilish things can go to ridiculous fast, get close to you in matter of seconds, release a barrage of popsicles in your face and return to safety without a single scratch.
Before if you didn't kill your target within 300m or you ran out of ammo you where scrap metal. Now you can Teleport back, Phase Shift, Last Stand and do all kinds of voodoo to survive.
That's what I say that Phantoma have no penalty.
Let's recap: - Fast as hell - Damage resistance - Fast ability recharge - Can be equipment with Last stand, Anti control and Phase Shift - Can safety teleport back if they are attacked or Locked down - A pilot that boost the duration of the ability - Small frame impossible to hit at max speed - Lag that makes it difficult to target
Did the nerf even do something?
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Post by ѻﻭɼﻉ on May 17, 2020 3:06:07 GMT -5
Tell you what, my Phantom is only 2.10, and I don’t currently use a Heavy Armor Kit or BB, and it’s such a beast I literally have to purposely stay exposed and stop activating the Advanced Repair Unit to be taken out. Imagine if I finished the last two levels and added a maxed Heavy Armor Kit and maxed BB. Insane. Anyways, never mind what makes them durable, let’s talk about how to take this thing out.
1) Of all weapons, the most effective I observe have a significant impact on me are:
- tasers (sustained damage) - cryo weapons (burst, slowing, deathmark-like effects), and - flames
2) It is better to fire at me when the damage resistance icon disappears from over my head.
3) If you see a Phantom capture a beacon and they’re barely taking any damage, they have Invulnerable Raider and it is better, if possible, to withdraw from their direct line of fire until 30s has passed from them capping the beacon.
Although cryos and flames do well, they cannot outperform a strong taser Phantom due to the prolonged and sustained damage of the Scourge and Sparks. This is where hitting and withdrawing comes in helpful against the taser Phantom, using a gradual degradation rather than hoping for a quick kill.
4) If a mech has activated the Advanced Repair Unit, stop firing. Wait until the module stops healing your opponent.
5) Make sure your weapons are leveled enough and supported by as many different damage enhancements as you can.
This is actually why I contrast Advanced Repair Unit with a maxed Thermo Nuclear Reactor, because with durability booster, armored paint, Armor Expert, Invulnerable Raider, and the Advanced Repair Unit, my durability is sufficient, so I add Raider Gunsmith, damage booster, and the Thermonuclear Reactor to help my cryos or my tasers do extra damage to tough opponents. This combo allows me to go and go and go and well, clearly seems to piss people off ?
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Post by SuperHero on May 17, 2020 3:31:21 GMT -5
Lol I dont have ѻﻭɼﻉ ‘s skills. I just wade in with my Maxed Fenrir and just outlast them. I DO count in my head from the moment they start sprinting. Many get overconfident that they can take out my tank and decide not to teleport away, they usually die.
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Post by Sebenza 21 on May 17, 2020 3:45:58 GMT -5
- Higher hp the higher they’re leveled - 33% damage resistance during ability - Possibly equipped with leveled Battleborne/s and/or Heavy Armor Kits - Advanced Repair Unit - Pilot skills like Armor Expert, Invulnerable Raider, Adamant Guardian - Durability booster or possible stacking of these in squad oh, and the extra durability paint job This ^^^ AVC since you're almost finished making one, you could also get the foolhardy pilot skill. It is costly in PCs but can keep you alive long enough to win that beacon especially if your phantom isn't fully levelled or hasn't got the maxed modules. You just need to make sure you trigger the first bout of counter healing before you health drops to 50%. Then, moments later when foolhardy is triggered you get to counter heal some more. Against the ravana this is probably not as effective.
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Post by ѻﻭɼﻉ on May 17, 2020 4:38:24 GMT -5
Lol I dont have ѻﻭɼﻉ ‘s skills. I just wade in with my Maxed Fenrir and just outlast them. I DO count in my head from the moment they start sprinting. Many get overconfident that they can take out my tank and decide not to teleport away, they usually die. I think you meant to say ‘waddle in’ ?
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Post by SuperHero on May 17, 2020 4:39:55 GMT -5
Lol I dont have ѻﻭɼﻉ ‘s skills. I just wade in with my Maxed Fenrir and just outlast them. I DO count in my head from the moment they start sprinting. Many get overconfident that they can take out my tank and decide not to teleport away, they usually die. I think you meant to say ‘waddle in’ ? Nah. I meant wade. It’s so slow that by the time I reach the beacon, it’s flooded with bots. ?
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Post by AVC on May 17, 2020 6:00:51 GMT -5
Haha, yes. An old school bot that one for sure. Which was still common when I started. One on one invincible. Sometimes. But I do get a bit fool hardy and try to take on two or three. Then it's not so invincible what do you run on it? Fully maxed avenger Mk2. The only other Mk2 wep I have is an Ember on the Jun. Chews em up pretty good, but oh! the reload! You need T-Falc just to survive a reload
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Post by AVC on May 17, 2020 6:12:00 GMT -5
3) If you see a Phantom capture a beacon and they’re barely taking any damage, they have Invulnerable Raider and it is better, if possible, to withdraw from their direct line of fire until 30s has passed from them capping the beacon. Aha, that explains a lot. I just looked it up. Most of the time I come up against them it's rushing the CB. I get beaten TO it, then I get beaten AT it. The good old pilot skills. See, I remember you could math it out. Up against a 100K HP bot with 4 x 25K weapons? No problem. Now you can have pilot skills, modules, boosters, team boosters. You don't know what you're shooting at. That 100K bot could be equivalent to 200K. Thanks for the info. I'll be using that as a reference guide in a few more days, lol.
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Post by Mig-Am on May 17, 2020 7:10:38 GMT -5
Exactly what Garbage game said. The problem is caused by damage resistance, speed, and lag. The solution: use lock on weapons, they fry phantoms just fine. Edit: another suggestion just occurred to me. Wait until a phantom attempts to change direction, e.g. attempting to backpedal. Then fire. These little guys run fast, but turn extremely slowly. Fully agree with this. I would had you need fast-ish bot to carry your tasers to stay in a good position. For example my Calamity Bulwark is not so good against Phantom(s) if I don't have help because they can get into my shield or maneuver away. I feel Fenrir is much better for that (but mine runs plasma, many missed shots).
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Post by Mig-Am on May 17, 2020 7:16:34 GMT -5
I did the math from the wiki and the Phantom can have up to 56% DR with Battleborn. warrobots.fandom.com/wiki/Battle_Born and Invulnerable Raider: After capturing a beacon, the robot has increased resistances for 30 seconds. Max: 25 defense points. Adds up with Phantom's 50 Def Pts during ability to 125 Defense Points 56% DR is a lot, but not much more than Fenrir (50% DR if I'm not mistaken) and Phantom has much less HP. It is when you combine that with high mobility that things get more complicated. I would say the same thing about a DR Blitz (with Legendary Pilot) (and Scorpion).
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Post by Mig-Am on May 17, 2020 7:30:45 GMT -5
Tell you what, my Phantom is only 2.10, and I don’t currently use a Heavy Armor Kit or BB, and it’s such a beast I literally have to purposely stay exposed and stop activating the Advanced Repair Unit to be taken out. Imagine if I finished the last two levels and added a maxed Heavy Armor Kit and maxed BB. Insane. Anyways, never mind what makes them durable, let’s talk about how to take this thing out. 1) Of all weapons, the most effective I observe have a significant impact on me are: - tasers (sustained damage) - cryo weapons (burst, slowing, deathmark-like effects), and - flames 2) It is better to fire at me when the damage resistance icon disappears from over my head. 3) If you see a Phantom capture a beacon and they’re barely taking any damage, they have Invulnerable Raider and it is better, if possible, to withdraw from their direct line of fire until 30s has passed from them capping the beacon. Although cryos and flames do well, they cannot outperform a strong taser Phantom due to the prolonged and sustained damage of the Scourge and Sparks. This is where hitting and withdrawing comes in helpful against the taser Phantom, using a gradual degradation rather than hoping for a quick kill. 4) If a mech has activated the Advanced Repair Unit, stop firing. Wait until the module stops healing your opponent. 5) Make sure your weapons are leveled enough and supported by as many different damage enhancements as you can. This is actually why I contrast Advanced Repair Unit with a maxed Thermo Nuclear Reactor, because with durability booster, armored paint, Armor Expert, Invulnerable Raider, and the Advanced Repair Unit, my durability is sufficient, so I add Raider Gunsmith, damage booster, and the Thermonuclear Reactor to help my cryos or my tasers do extra damage to tough opponents. This combo allows me to go and go and go and well, clearly seems to piss people off ? Very interesting, thank you. Quick question : TNK vs AC on Phantom ? (My Phantom is my first to open games except TDM, priority being getting beacons. It is now level 1.10 with armor paint, Legendary Pilot, armor expert, invulnerable raider, runs Last Stand-BB-AC with repair unit. I have a TNK (unleveled for now) on a Tyr that could use Heavy Armor Kit instead. I have been thinking about leveling my TNK and giving it to my Phantom instead of the AC. But I have been running AC on my "beacon bots" since it came out, and my Phantom is my only fast bot in my hangar for now and probably until I get a Ravana and level it). (Off to work now, wish you guys a good day).
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Post by Sebenza 21 on May 17, 2020 8:13:32 GMT -5
With all the supression going on right now I've noticed a lot more anticontrol in use, so much that I stopped using my rayker. I'd stick with anticontrol over Thermonuclear Reactor.
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Post by ѻﻭɼﻉ on May 17, 2020 10:05:02 GMT -5
Tell you what, my Phantom is only 2.10, and I don’t currently use a Heavy Armor Kit or BB, and it’s such a beast I literally have to purposely stay exposed and stop activating the Advanced Repair Unit to be taken out. Imagine if I finished the last two levels and added a maxed Heavy Armor Kit and maxed BB. Insane. Anyways, never mind what makes them durable, let’s talk about how to take this thing out. 1) Of all weapons, the most effective I observe have a significant impact on me are: - tasers (sustained damage) - cryo weapons (burst, slowing, deathmark-like effects), and - flames 2) It is better to fire at me when the damage resistance icon disappears from over my head. 3) If you see a Phantom capture a beacon and they’re barely taking any damage, they have Invulnerable Raider and it is better, if possible, to withdraw from their direct line of fire until 30s has passed from them capping the beacon. Although cryos and flames do well, they cannot outperform a strong taser Phantom due to the prolonged and sustained damage of the Scourge and Sparks. This is where hitting and withdrawing comes in helpful against the taser Phantom, using a gradual degradation rather than hoping for a quick kill. 4) If a mech has activated the Advanced Repair Unit, stop firing. Wait until the module stops healing your opponent. 5) Make sure your weapons are leveled enough and supported by as many different damage enhancements as you can. This is actually why I contrast Advanced Repair Unit with a maxed Thermo Nuclear Reactor, because with durability booster, armored paint, Armor Expert, Invulnerable Raider, and the Advanced Repair Unit, my durability is sufficient, so I add Raider Gunsmith, damage booster, and the Thermonuclear Reactor to help my cryos or my tasers do extra damage to tough opponents. This combo allows me to go and go and go and well, clearly seems to piss people off ? Very interesting, thank you. Quick question : TNK vs Anticontrol on Phantom ? (My Phantom is my first to open games except TDM, priority being getting beacons. It is now level 1.10 with armor paint, Legendary Pilot, armor expert, invulnerable raider, runs Last Stand-BB-Anticontrol with repair unit. I have a TNK (unleveled for now) on a Tyr that could use Heavy Armor Kit instead. I have been thinking about leveling my TNK and giving it to my Phantom instead of the Anticontrol. But I have been running Anticontrol on my "beacon bots" since it came out, and my Phantom is my only fast bot in my hangar for now and probably until I get a Ravana and level it). (Off to work now, wish you guys a good day). I use Last Stand, Thermo Nuclear Reactor, and Anti Control. However, if you are using a maxed Battle Borne, that will serve you well for that first beacon. If it is not leveled up, it makes more sense to increase your damage output, so a Thermonuclear Reactor (even L1) will stack damage. I would not remove Anti Control from a first beacon mech, because you’ll find that lock down weapons or those using Lock Down Ammo can stop you from getting to the beacon.
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