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Post by Mechman-Mechout on May 15, 2017 17:57:07 GMT -5
Contrary to stigma, gambling can indeed pay off. Whereas before I had not a hope of a Wild Bunch bot reaching my possession, I am now the proud owner of a Doc. I looked to the professionals to see how this bot should be played, however, I found myself underwhelmed by their suggestions. My wallet found itself positively appalled. So against the advice of people who know better and indeed, what some would argue to be common sense, I've outfitted my precious prize with four of the least expensive weapons my hangar could provide; Molots.
I didn't just do this just because I'm a cheapskate, I did it because quite frankly I think these weapons need a little love, and I need a bot that isn't a knife fighter. Even more frankly I'm sick of being torn apart by plasma, rockets and thunders, and the humble Molot seems the best weapon for my purposes. I know a thing or two about basic strategy, but when my bot finishes the long, long grind to a respectable level I don't want to roll out for the first time and immediately find myself totaled. Would some of you be willing to offer up your thoughts on making this build sufficient on the battlefield?
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Post by Deleted on May 15, 2017 18:05:52 GMT -5
It does work, but there are so many Anciles and shields that I wouldn't consider then a good build (unless your focus is shredding Anciles which a Thunder Carnage / Punisher Gunships would do the job better)
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Post by Mechman-Mechout on May 15, 2017 18:10:56 GMT -5
My focus is more along the lines of shredding the Griffins, which are literally everywhere. I DESPISE Griffins with a passion and I think it's about time those high-flying hellions got a delicious dose of justice. Will Molots prove effective against them?
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Post by Firebeard on May 15, 2017 18:15:18 GMT -5
Unfortunately, the Quick Draw Cooldown exceeds the Molot reload time(s). Making Molots a support weapon for the Doc.
Currently, the only weapons that benefit from the Quick Draw are Orkans and Tulumbas, as both their reload times are longer than the Cooldown. Since you can only use two weapons at a time, four Molots is counyer-productive.
Orkans are essentially useless, in my opinion, as their range is severely limited. Which is why I use Molot-Orkan as the primary and retained the Tulumbas' as secondary.
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Post by Deleted on May 15, 2017 18:17:31 GMT -5
My focus is more along the lines of shredding the Griffins, which are literally everywhere. I DESPISE Griffins with a passion and I think it's about time those high-flying hellions got a delicious dose of justice. Will Molots prove effective against them? I'm glad someone hates those jumping flowerpots like me. :-) If you want to kill Griffins, Galahads and Zeus Carnage works really well. I would not be using Molots on any builds as a Griffin counter, but I would be using Molots if you want to go primarily after Trident Furies.
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Post by Mechman-Mechout on May 15, 2017 18:18:25 GMT -5
But if I go with Tulumbas/Orkans, won't I be wasting time waiting for my ammo to recharge instead of quick-draw?
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"Jumping flowerpots". I'm going to have to remember that one.
Shame, Zeuses cost a pretty penny. I'll keep that build idea in mind, though.
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Post by Deleted on May 15, 2017 18:21:50 GMT -5
I'd recommend you use 4x Tulumbas or 4x Orkans. The reload time for Tulumbas syncs near perfectly with the swap times and 4 Tulumbas has a very similar DPS as a Trident Fury.
As for Orkans, I have seen Adrian use them nicely in top tier.
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Post by Firebeard on May 15, 2017 18:22:57 GMT -5
But if I go with Tulumbas/Orkans, won't I be wasting time waiting for my cooldown to recharge instead of ammo? You'll be "wasting time," regardless. The Cooldown is too long. You'll be out of the fight for 15 seconds, no matter which weapon you choose. The Cooldown limits the WW Mecha to the point of handicapping it.
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Post by Mechman-Mechout on May 15, 2017 18:26:46 GMT -5
Not exactly fifteen seconds; Molots take about ten seconds to unload a clip, I believe, meaning I'll have to wait about five seconds before firing again. Not that bad, I suppose.
I do appreciate the advice, but I'm bored of conforming to the meta. I wanted to try something different and see how well I panned out, hence why I asked for tactic advice, although, again, the loadout advice is welcome.
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Post by Firebeard on May 15, 2017 18:35:54 GMT -5
Not exactly fifteen seconds; Molots take about ten seconds to unload a clip, I believe, meaning I'll have to wait about five seconds before firing again. Not that bad, I suppose. Bit to use your secondary weapons, you need to wait 15 seconds. This makes four Molots pointless because you can only use 2 per "Draw" so you would never need to " Draw."
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Post by moody on May 15, 2017 19:59:57 GMT -5
The point of tullumbas is to be able to fire 4 in quick succession and then hide while both they, and the quickdraw mechanism reload.
Doc is fragile and can't afford to be out in the open - even at 800 m range for very long.
I received one in a chest and I am levelling a second set of tullumbas for it. Remember, they are silver too!
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Post by Deleted on May 15, 2017 20:08:17 GMT -5
If you don't want to play the meta, Tarans / Orkans was a fun build in test server.
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Post by Team Alpha Strike on May 15, 2017 20:42:14 GMT -5
Contrary to stigma, gambling can indeed pay off. Whereas before I had not a hope of a Wild Bunch bot reaching my possession, I am now the proud owner of a Doc. I looked to the professionals to see how this bot should be played, however, I found myself underwhelmed by their suggestions. My wallet found itself positively appalled. So against the advice of people who know better and indeed, what some would argue to be common sense, I've outfitted my precious prize with four of the least expensive weapons my hangar could provide; Molots. I didn't just do this just because I'm a cheapskate, I did it because quite frankly I think these weapons need a little love, and I need a bot that isn't a knife fighter. Even more frankly I'm sick of being torn apart by plasma, rockets and thunders, and the humble Molot seems the best weapon for my purposes. I know a thing or two about basic strategy, but when my bot finishes the long, long grind to a respectable level I don't want to roll out for the first time and immediately find myself totaled. Would some of you be willing to offer up your thoughts on making this build sufficient on the battlefield? Quad Molots do work. The rapid unload revision is nice in practice, you seldom get 10-12 full seconds of a target in the open. The switch cooldown is 15 seconds so you can unload the 2nd set of Molots and the clip will run out just as the cooldown completes - and then you switch back and repeat. This means that Punishers and Molots see very little downtime and on open maps you'll just keep firing - even if it's just to reduce the strength of Anciles from over 700m away. The downside to any Molot setup is that you'll get crunched by every Gareth that can get past your defenders (which they do quite often). Even Stalkers will kill you quite easily. On small maps, a long range/long unload weapon is a liability and that means that half the maps are iffy for the Molot Doc. Personally, I use the Orkan/Orkan or Orkan/Tulumbas versions of the Doc. Both versions can kill a Gareth or Galahad easily and Griffins under most circumstances. All 3 of these bots are typical round 1 bots and I use the rocket Doc to meet them.
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Post by Mechman-Mechout on May 15, 2017 20:53:09 GMT -5
>The downside to any Molot setup is that you'll get crunched by every Gareth that can get past your defenders (which they do quite often). Even Stalkers will kill you quite easily.
Ah, good thing the Doc's fairly swift. Thanks for the heads-up, I'll be sure to keep an eye on those guys in the future.
>On small maps, a long range/long unload weapon is a liability and that means that half the maps are iffy for the Molot Doc.
Very fair point.
>Personally, I use the Orkan/Orkan or Orkan/Tulumbas versions of the Doc. Both versions can kill a Gareth or Galahad easily and Griffins under most circumstances. All 3 of these bots are typical round 1 bots and I use the rocket Doc to meet them.
Those Brit Bots ARE a juicy target, but I worry about the capacity of the Doc to withstand multiple blasts from their plasma cannons. Orkans have a range of 400 km, right?
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Post by 3castle on May 15, 2017 21:04:24 GMT -5
it might, but probably not.
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Post by Team Alpha Strike on May 15, 2017 21:32:41 GMT -5
>Personally, I use the Orkan/Orkan or Orkan/Tulumbas versions of the Doc. Both versions can kill a Gareth or Galahad easily and Griffins under most circumstances. All 3 of these bots are typical round 1 bots and I use the rocket Doc to meet them. Those Brit Bots ARE a juicy target, but I worry about the capacity of the Doc to withstand multiple blasts from their plasma cannons. Orkans have a range of 400 km, right? Orkans have a range of 300m. However, it depends on what you are shooting at really. A 50KPH moving Gal has to be inside 125m if you want to hit them with at least 75% hit if they are aleardy backpedaling. A Gareth had to be under 100m if you want to hit them in any meanfull way if they are already backpedaling. A Rog is even harder to hit with Orkans, but thankfully the Rog probably gas Orkans too, so if they can hit you, you can hit them (and you can backpedal too). That being said, you have to add a lot of lead if a target is moving left or right of you if that target is near 300m, so the closer you get the better the chances of a hit are. Quad Trebs and Tri-Zeus Athena bane of any bot without a physical shield. Fortunately, the Doc has no jump, Energy Shield bar, or easily recognizable silhouette, so it can easily get half way across maps without even taking a shot against it. I prefer the Ork/Tul combo because my targets are primarily the Galahad and Gareth in the first round. I lead with my Tuls for the first 475-500m salvo inside the first 30 seconds of a match and then either wait for blue heavies to catch up (so I can go into the close support role) or simply go forward if the bot holding down the red beacon can be killed with a 102K full salvo of 2 L12 Orkans (its 36 rockets per weapon, as 4 extra missiles reloading during the firing). If that bot is the Galahad or Gareth I just hit with 40K of Tul damage, then that bot is dead meat since corner shooting won't work and I'll be flipping that beacon if no other reds can get in the way. This 2 distance setup works on the Doc simply because you can eliminate any bot that has HP under 140K in one full quad salvo if you have L12 weapons. This is basically a DB setup but with more options to engage at longer distance and to control the enemy due to their hestitation to come closer ---- cause if they ain't an Ancile, it's going to hurt a lot. The quad Tul Doc is a fierce beast, but at only 80K damage, a lot of pilots will take the risk to take you out. However, once they see that Orkans back those Tuls, they can figure the math out and they'll just go on to an easier target ---- and they better figure it out quickly because the Tuls get close to reload every second they hesitate and I'll be hunting THEM once those Tuls are ready again. The quad Orkan, I had less success with (although I do like the setup), as the Doc simply is in knifer range for too much time and there frequently no way to disengage to get time fior those Orkans to fully reload.
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Post by fιяєfℓαмє on May 16, 2017 7:21:56 GMT -5
Molots doc is not bad but it take long to kill red team, also if there ancile Shield it Will not work, i think should be 4x tarans doc, 4x orkans doc, or 4x tulumbas doc.
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