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Post by Anon O. Mous on Jul 12, 2017 11:48:03 GMT -5
1. Battle awerness - practice it and that would be one of your strongest weapon. 2. Splash damage - it is devastating to you and enemy. From my observations Trident has largest splash damage radius (about 30m), then Tulumbas and Pin, Orkan and Pinata. Use Lock on Target -function to detonate missiles at the range where enemy is (when enemy is in range) - otherwise it will fly to maximum range and explodes there 3. Legs - know your legs direction and always keep them ready to that direction where you are going to move next. It is time consumptive manoeuvre when heading opposite direction than your legs are pointingGood #3 is good advice. I'll have to remember that tasty little tidbit. My Griffins seem to have happy feet. They never seem to be facing in the right direction, and it often takes a few seconds to get them moving where I want them to go. Yesterday, in one battle, I was trying to turn my Griff to the left. Instead, he started sidestepping to the left. Until then, I had never noticed that they had that ability. Griffs are a great bot, but often awkward and frustrating.
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Post by TheWWRNerdGuy on Jul 13, 2017 16:47:14 GMT -5
If you have an expendable beacon capper, run circles around heavy bots and shoot them. You can deal damage and distract them from attacking your teammates. If they ignore you, capture the red beacons
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Post by Anon O. Mous on Jul 13, 2017 17:12:08 GMT -5
If you have an expendable beacon capper, run circles around heavy bots and shoot them. You can deal damage and distract them from attacking your teammates. If they ignore you, capture the red beacons I think it would be better to give advice to the poor Griff pilot that's being terrorized by the beacon capper. He can't turn fast enough, nor can he jump far enough away to be safe from the pesky little varmint. Most often when I see them, I try to keep a safe distance, and pick at them from afar whenever possible. I can't tell you how many times they've done me in, or crippled me so badly that I have to bail to another bot. I try inflicting damage on the big boys with my beacon capper (and have been successful on occasion), but I'm just not as good at it as some people, and I wind up losing my capper. My poor Griffs. Some guys leave my bot's smoking hulk in their dust, and I can hear them laughing as they're leaving.
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Post by ѻﻭɼﻉ on Jul 21, 2017 20:43:31 GMT -5
WAIT
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Post by SGT D00M! on Jul 26, 2017 12:45:41 GMT -5
Play bad bots for a week or more. You will learn patience and how to judge your opponents skill level out of necessity. Currently running a plasma Destrier, Pin/Pinata Jesse, plasma Gep, and two Orkan Cossacks in Android Gold. Still winning, Still gaining league cups faster than I lose them and my game play has improved greatly! When I switch back to a real hangar (Need to increase at least one league first) I'll be that much better with it. It's one of the reasons I hate "useless bot" comments.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jul 26, 2017 13:07:11 GMT -5
Play bad bots for a week or more. You will learn patience and how to judge your opponents skill level out of necessity. Currently running a plasma Destrier, Pin/Pinata Jesse, plasma Gep, and two Orkan Cossacks in Android Gold. Still winning, Still gaining league cups faster than I lose them and my game play has improved greatly! When I switch back to a real hangar (Need to increase at least one league first) I'll be that much better with it. It's one of the reasons I hate "useless bot" comments. While not advocating this for everyone, at a certain level of play, it can help you get past the skill level ceiling that we sometimes run into. Sometimes it's hard to adjust your thinking but being in performance and weapon deficient bots and still hanging in there can force a paradigm shift as far as your approach to the fights. Even if you just do the Gameroom FB thing and only use the simple bots you get at the beginning even as you level up and unlock new bots and weapons. (Champs and Recruits are commonly in the same matches so you can get the same effect without changing your main hangar, at least while it is still new), it will wake you up. 3/5 Tulumbus Cossack will force your hand at being patient and getting the clutch burst shots in. I kill more than my damage will account for, because I am sorta acting like it is Hydra-like... scanning HP of Reds till I see one that is low enough to help kill or bring down with my lonesome tulu. I'll try and support others, but 1v1 happens too, and getting good enough to avoid fire and return it with accuracy is tough in that little cricket of a bot. Just an example... but the concept as a whole is worth exploring if you feel like you are not getting better. Good post, Sgt. When I was learning to play Drums, I had a time period when I stripped away the extraneous bits and just had a single pedal Bass Drum, Snare Drum, and Hi Hat. I focused on just those parts, both in practice and in play, for a while. then I added the Ride cymbal. Then the Crash. Then the Floor Tom... etc. It greatly enhanced my ability to play the parts of songs that mattered by simplifying it down like that. Same thing here. IMO, YMMV
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Deleted
Deleted Member
Posts: 0
Karma:
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Post by Deleted on Jul 30, 2017 21:22:02 GMT -5
Play bad bots for a week or more. You will learn patience and how to judge your opponents skill level out of necessity. Currently running a plasma Destrier, Pin/Pinata Jesse, plasma Gep, and two Orkan Cossacks in Android Gold. Still winning, Still gaining league cups faster than I lose them and my game play has improved greatly! When I switch back to a real hangar (Need to increase at least one league first) I'll be that much better with it. It's one of the reasons I hate "useless bot" comments. While not advocating this for everyone, at a certain level of play, it can help you get past the skill level ceiling that we sometimes run into. Sometimes it's hard to adjust your thinking but being in performance and weapon deficient bots and still hanging in there can force a paradigm shift as far as your approach to the fights. Even if you just do the Gameroom FB thing and only use the simple bots you get at the beginning even as you level up and unlock new bots and weapons. (Champs and Recruits are commonly in the same matches so you can get the same effect without changing your main hangar, at least while it is still new), it will wake you up. 3/5 Tulumbus Cossack will force your hand at being patient and getting the clutch burst shots in. I kill more than my damage will account for, because I am sorta acting like it is Hydra-like... scanning HP of Reds till I see one that is low enough to help kill or bring down with my lonesome tulu. I'll try and support others, but 1v1 happens too, and getting good enough to avoid fire and return it with accuracy is tough in that little cricket of a bot. Just an example... but the concept as a whole is worth exploring if you feel like you are not getting better. Good post, Sgt. When I was learning to play Drums, I had a time period when I stripped away the extraneous bits and just had a single pedal Bass Drum, Snare Drum, and Hi Hat. I focused on just those parts, both in practice and in play, for a while. then I added the Ride cymbal. Then the Crash. Then the Floor Tom... etc. It greatly enhanced my ability to play the parts of songs that mattered by simplifying it down like that. Same thing here. IMO, YMMV Following in these trains of thoughts, you need to follow the rules and then break them. I'm in Expert in the upper tiers, so I had to follow the basics of sticking with the herd, not being too aggressive, etc. But I've been doing the opposite for awhile to learn more. So the times when you do face multiple opponents, you know how to better handle those situations, and I'm talking skilled opponents. Now, this advice isn't for everyone and not until you get really advanced facing Champions. It's stripping down the basics and working on one aspect of your play. It isn't a style of play, but more a learning technique, so that you can incorporate it back in when you play normally again. At the same time, it may seem like I'm saying go be the hero and go Leroy Jenkins, and in a way it is, but it's not the same as when you first become an Expert applying the same strategy without a clue.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jul 31, 2017 8:27:18 GMT -5
While not advocating this for everyone, at a certain level of play, it can help you get past the skill level ceiling that we sometimes run into. Sometimes it's hard to adjust your thinking but being in performance and weapon deficient bots and still hanging in there can force a paradigm shift as far as your approach to the fights. Even if you just do the Gameroom FB thing and only use the simple bots you get at the beginning even as you level up and unlock new bots and weapons. (Champs and Recruits are commonly in the same matches so you can get the same effect without changing your main hangar, at least while it is still new), it will wake you up. 3/5 Tulumbus Cossack will force your hand at being patient and getting the clutch burst shots in. I kill more than my damage will account for, because I am sorta acting like it is Hydra-like... scanning HP of Reds till I see one that is low enough to help kill or bring down with my lonesome tulu. I'll try and support others, but 1v1 happens too, and getting good enough to avoid fire and return it with accuracy is tough in that little cricket of a bot. Just an example... but the concept as a whole is worth exploring if you feel like you are not getting better. Good post, Sgt. When I was learning to play Drums, I had a time period when I stripped away the extraneous bits and just had a single pedal Bass Drum, Snare Drum, and Hi Hat. I focused on just those parts, both in practice and in play, for a while. then I added the Ride cymbal. Then the Crash. Then the Floor Tom... etc. It greatly enhanced my ability to play the parts of songs that mattered by simplifying it down like that. Same thing here. IMO, YMMV Following in these trains of thoughts, you need to follow the rules and then break them. I'm in Expert in the upper tiers, so I had to follow the basics of sticking with the herd, not being too aggressive, etc. But I've been doing the opposite for awhile to learn more. So the times when you do face multiple opponents, you know how to better handle those situations, and I'm talking skilled opponents. Now, this advice isn't for everyone and not until you get really advanced facing Champions. It's stripping down the basics and working on one aspect of your play. It isn't a style of play, but more a learning technique, so that you can incorporate it back in when you play normally again. At the same time, it may seem like I'm saying go be the hero and go Leroy Jenkins, and in a way it is, but it's not the same as when you first become an Expert applying the same strategy without a clue. Exactly.
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Post by ѻﻭɼﻉ on Aug 2, 2017 12:01:58 GMT -5
PUSH PUSH
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Post by deadmofo on Aug 17, 2017 8:12:55 GMT -5
Not get hit?
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Post by Crow T. Robot on Aug 29, 2017 2:37:59 GMT -5
I think it would be better to give advice to the poor Griff pilot that's being terrorized by the beacon capper. He can't turn fast enough, nor can he jump far enough away to be safe from the pesky little varmint. Most often when I see them, I try to keep a safe distance, and pick at them from afar whenever possible. I can't tell you how many times they've done me in, or crippled me so badly that I have to bail to another bot. I try inflicting damage on the big boys with my beacon capper (and have been successful on occasion), but I'm just not as good at it as some people, and I wind up losing my capper. My poor Griffs. Some guys leave my bot's smoking hulk in their dust, and I can hear them laughing as they're leaving. Hahaha....I thought I was the only one who lost griffs to stalkers and gareths. It can be really frustrating!
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Agent_RAF
Destrier
Practice makes perfect. Technique enhances skill. Instinct is key.
Posts: 15
Karma: 8
Pilot name: Agent RAF
Platform: iOS
League: Gold
Server Region: North America
Favorite robot: Carnage
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Post by Agent_RAF on Sept 4, 2017 20:33:16 GMT -5
My tips: 1. Know your weapon ranges. So many people have said this before. 2. Know what role you play in your team. A Zenit/Noricum/Molot Mk. 2 Golem should not be charging straight into battle. 3. Use cover when overwhelmed. This works well especially with high-damage, slow-reload weapons like Trebuchet and Tulumbas. Take cover so you can attack with maximum power. 4. If you have Abilities, use it to your advantage. 5. If your weapon is low on ammo and doesn't have a "smart-reload" system, vent it into a wall if no enemy is present. This way, your weapons can be at full readiness when you encounter your next target.
These are tips that are merely what I have observed from my meager 20th-level experience. I hope that I can learn more tactics to improve my gameplay.
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Post by Crow T. Robot on Sept 9, 2017 1:13:47 GMT -5
Beacon awareness cannot be overstated. Can't count the number of times I see a pilot late in the game (with it still undecided) who will walk right past an enemy beacon only to pursue someone as time runs out!
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Post by >bobby_digital< on Sept 19, 2017 18:34:18 GMT -5
I read through maybe half of these pages, haven't seen this and maybe it goes without saying for seasoned pilots, but make sure you have a clear shot before taking a shot. This includes clearing your teammates. It's a waste of a salvo, a missed opportunity and messes with your teammate's field of vision. If I had a key every time I got blasted with a hail of orkan/tulu/punisher/etc. fire from a teammate behind me to hit a target in front of me, I'd run the black market. If there were an exception to this it would be providing cover/intimidation fire from molots/punishers to a light bot picking up one of those super open beacons, like center in Shezen or canyon.
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GunnyJC
Destrier
Posts: 59
Karma: 9
Pilot name: GunnyJC
Platform: Facebook
Clan: Coyote Clan (CYT)
League: Champion
Server Region: North America
Favorite robot: Griffin
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Post by GunnyJC on Sept 20, 2017 15:57:01 GMT -5
I read through maybe half of these pages, haven't seen this and maybe it goes without saying for seasoned pilots, but make sure you have a clear shot before taking a shot. This includes clearing your teammates. It's a waste of a salvo, a missed opportunity and messes with your teammate's field of vision. If I had a key every time I got blasted with a hail of orkan/tulu/punisher/etc. fire from a teammate behind me to hit a target in front of me, I'd run the black market. If there were an exception to this it would be providing cover/intimidation fire from molots/punishers to a light bot picking up one of those super open beacons, like center in Shezen or canyon.
Along with this I would add that you be aware of where your teammates are behind you and position yourself to allow them an avenue to fire at the target as well. I hate it when a blue faces right up to a red going toe to toe and I can't help much...that is until the blue dies which is about half the time. Two vs one is always better if you are on the plus numbered side!
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Post by GuitarGuy on Sept 20, 2017 16:09:58 GMT -5
Here is a tip for those who dont pay attention to anciles. You can use your teams anciles for protection if you stay in the "bubble" of that player. How do you know if his ancile is charged and is gonna protect you? look at the ancile. when its charged, you will see the reddish orange part in the middle, when its depleted, the unit will close up and you wont see any red at all. Being cognoscente of your own teams health is key in winning games and knowing when your teamates are in trouble and need help. notice the fury, his ancile is not charged... see the difference?
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Post by peeku on Sept 30, 2017 7:18:20 GMT -5
Pro Tactics - A thread where you drop your best tactics and strategies for study by the newer players. Keep it concise and on point. This is a learning thread for all members! Was this helpful ? This will help new members too -
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Post by peeku on Sept 30, 2017 7:19:00 GMT -5
Was this helpful ? This will help new members.
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Post by ryanslott on Oct 14, 2017 13:58:00 GMT -5
I like to use a stalker magnum and do what I call the "death spiral". I use the cloaking ability to run right up close while firing and start circling the enemy bot as fast as I can. Usually the other guy can't get their bot to turn as fast as I'm circling due to lag in their device and they can't target anyone because I keep breaking their targeting mechanisms every time I pass in front. I've taken Leos out and had people just destry their own bots just to get out of it.
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minski
Destrier
Posts: 22
Karma: 18
Pilot name: minski
Platform: iOS
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Post by minski on Oct 19, 2017 6:00:13 GMT -5
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Post by lordroyce on Oct 30, 2017 10:41:59 GMT -5
Question: should i try to save up for 5th slot or should I but those orkans so that I can earn enough gold in battles for the 5th slot. And are aphids good?
Rhino or carnage?
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Post by frunobulax on Nov 3, 2017 11:03:29 GMT -5
One very important thing that is rarely discussed: Know your role in the offense, and do what's best for the team instead what's best for your statistics. (Hey, as a defense lineman you don't want to man cover a wide receiver, right? Unfortunately doing your job, which is pressuring the QB, means you won't get a lot of interceptions.) I'll focus on sniper gameplay here. (Which I find boring, personally. But I see a LOT of bad decisions from snipers.) The theory of sniping (and midrange) is sound: Players will be more concerned with the enemy 250m away than with a sniper 700m away, so an agile sniper will often get good shots, acquiring "free damage" while the combatants are behind cover and don't hurt each other (much). And the damage dealt will make up for the fact that you have one less knife fighter in the field. Assuming decent gameplay, a team with 2 snipers and 4 knife fighters has a huge advantage on an open map like Yama or Canyon vs. a team with 6 knife fighters. Historical info: This used to be different. Sniper weapons did only few damage, so that principle did not work because the disadvantage of having less knife fighters weighed heavier than the damage dealt from snipers. But over time, damage output from some sniper weapons (especially Gekkos) has almost doubled due to a series of buffs, and snipers are very viable on open maps. Now the bad decisions come in if you have 2 snipers and 4 knife fighters on team A vs. 2 snipers and 4 knife fighters on team B. Now, we can have three scenarios: - Snipers on both sides fire at knife fighters, until the battle is decided. This means, essentially the snipers neutralize each other.
- Snipers on both sides fire at the other snipers. Again, the snipers neutralize each other and the knife fighters are not bothered.
- Snipers on team A take out the enemy snipers, while the snipers on team B fire at the knife fighters. Assuming that most players will carry only one sniper build, this will quickly lead to team B having 6 knife fighters and team A having 2 snipers and 4 knife fighters, giving A the advantage.
Therefore, the basic rule as sniper is: Your priority targets are the enemy snipers! Because if you fire at knife fighters and the enemy snipers fire at you, you'll be at disadvantage eventually. While if you fire at the enemy snipers, you gain the chance to take them out and to give your team a permanent advantage. So, this is your gameplan: - Try to kill all enemy snipers. Once they are all dead, you can still decimate the red ranks, or choose to ditch and switch to a knife fighter to pressure a beacon if necessary.
- If you can't kill them, make them dive for cover and choose bad firing positions. Don't hesitate to utilize the psychological effect of constant hits.
I run a Zeus Gekko Natty, and I often experienced that 3 red snipers on Yama were hiding from my puny 2 Gekkos doing very moderate damage, while my 5 knife fighter teammates made short work of the remaining 3 red knife fighters. Also, many snipers will hide from Molots even though they deal hardly any damage from 790m. - Use cover while doing so. Especially with Gekkos (say Gekko Natty), if you're behind a convenient cover like that thing on the Yama home area (water tower?), cornershoot your left Gekko, move to the right, cornershoot right Gekko, move to the left, repeat. You will drive them crazy, sending round after round of Treb fire at your cover. Similar cover exists on Canyon (looks a bit like a trashcan) and Springfield.
- You will earn less damage this way, but contribute more to victory.
- As few snipers employ this tactic, you have good chance to succeed. Many snipers will realize what you're doing only after you have taken half their health. Then they'll run for cover.
- Don't use Trebuchets for that. It makes it easy to identify you as sniper, they will know even from 1050m if you're behind cover, and every red player will know when it's safe to move because your uncharged Treb is not glowing.
The same principle is basically true for midrange. Regardless whether you run Hydras or Zeus/Tridents, it is more efficient to take out the enemy midrangers (if you can get close enough) instead of hitting the knife fighters. If you run Zenits and Noricums (and I hope you don't, because they are inefficient), also target red snipers first.
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Post by codebrown on Dec 22, 2017 10:54:57 GMT -5
Question: should i try to save up for 5th slot or should I but those orkans so that I can earn enough gold in battles for the 5th slot. And are aphids good? Rhino or carnage? I personally went with Orkans first instead of the 5th slot, ultimately its about fun, and I wanted a deathbutton griffin. But in hindsight, I would have been totally fine with only the plasma weapons from workshop points, and saving gold for the 5th slot. Now that I have more experience, I actually prefer the playstyle of "plasma" griffin (mags/Taran) over "deathbutton" griffin. Its REALLY fun to watch a red explode in 5 seconds in a hail of missiles, but the 300m range, reload times and dealing with shielded Carnages and Anciles has made me appreciate plasma more. Plasma goes right through shields, and good players in higher tiers try and stay out of the 300m range danger zone, and know to go for the throat once a deathbutton bot is stuck reloading. Aphids: Depends A LOT on your playstyle, they take a lot of finesse to use really well. Your positioning is really important. But they can be nasty on a Gepard or Stalker, and they are my go-too weapon when I use light mechs for beacon-capping. A skilled player in a Stalker or Gepard with Aphids and cover can take out slow-moving heavies all day long... Rhino vs Carnage: I'll take Carnage over Rhino, myself. Just preference. But more importantly, they've both been made obsolete by shield bots and dash bots. Your Workshop points are better spent on weapons. (IMHO, of course.)
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S K I L L T I M E
Destrier
Posts: 23
Karma: 6
Pilot name: SKILLTIME
Platform: Multiple
Clan: [TeD]
League: Silver
Favorite robot: Strider
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Post by S K I L L T I M E on Dec 24, 2017 1:11:09 GMT -5
I am going to share a simple yet affective golem set up. Thunder in the heavy slot, Pin in the light slot, and Tulumbas in the medium slot. Itworks so well in quickly depleting health of non-sheilded robots as long as you upgrade the weapons and the robot.
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Post by [AurP] MaxNils on Dec 27, 2017 8:29:08 GMT -5
Know your bots, a good bot is good but a good bot with a pilot that nows exactly how to use the bot is deadly, as long as you know how to use a bot it doesent matter if it is not an ancilot it can still be very deadly.
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Post by ezekielcrow on Dec 27, 2017 8:53:58 GMT -5
Play with a blitz hangar from time to time (fast lights and mediums). This forces you to increase your sphere of awareness on the battlefield and team skills. It also gives you the ability to sense your role, where to go and quickly get to the area where youre meager hp and damage can make the most difference. I play an aphid mk2 jesse as first spawn. It lets me quickly cap a beacon then move on to harass and delay the faster reds or cut them from their bigger backups buying time for my team to get in position. Not firing all weapons at once also gives you time to prioritize targets. One dead red differs greatly from two at half hp. They usually are reluctant to engage fresh blues and will act accordingly. Also dont forget to always try to do two things at once. Recognize what bots you spawned with and where they are. Engaging a bot in combat also potentially draws it out. Away from where they can support teammates to where you are covered and your enemy is in multiple crosshairs. Do this along the line. Its a lot of fun and pretty rewarding once you get the hang of it. When backup comes, pair up and act as his second loadout. This lets your buddy take some damage for you. Watch his flank. And keep some in reserve for when he runs ammo dry. This helps him and you live longer in enemy territory.
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S K I L L T I M E
Destrier
Posts: 23
Karma: 6
Pilot name: SKILLTIME
Platform: Multiple
Clan: [TeD]
League: Silver
Favorite robot: Strider
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Post by S K I L L T I M E on Dec 28, 2017 18:44:19 GMT -5
I am going to share a simple yet affective golem set up. Thunder in the heavy slot, Pin in the light slot, and Tulumbas in the medium slot. Itworks so well in quickly depleting health of non-sheilded robots as long as you upgrade the weapons and the robot.
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thexiith
Destrier
Posts: 122
Karma: 39
Pilot name: TheXIIIth
Platform: Android
League: Diamond
Favorite robot: Griffin. The F2P saviour
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Post by thexiith on Jan 17, 2018 13:01:52 GMT -5
Know when to fall back. Learnt it from my time in WoT. But the concept appllies here as well. Sometimes chasing a cripppled enemy mech or capping a beacon aint worth the grief when you end up in a poor position or surrouned by reds
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Post by ᒪΛᏟIΛ on Jan 21, 2018 15:15:43 GMT -5
Tactics About punisher griff -your main range is 350-450 so you can avoid all of these pesky pdbs and dbs -your main role is stripping anciles down and making some swiss cheese out of fat bots (preferably ancilots) -remember closer you are more deadly you are so try to get closer but stay away from their range -reload your weapons asap always know how much ammo you have believe me this is life saver -enjoy swiss cheese machine and that satisfying sound
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Deleted
Deleted Member
Posts: 0
Karma:
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Post by Deleted on Jan 23, 2018 15:12:05 GMT -5
Beacon awareness cannot be overstated. Can't count the number of times I see a pilot late in the game (with it still undecided) who will walk right past an enemy beacon only to pursue someone as time runs out! This drives me mad ... Almost as much as the blues that camp beside a beacon but never think/care to capture it Also, if you have a majority of beacons, and are repelling reds comfortably, the onus is on them to advance . let them come to you. This obviously depends on the map and specific battle, but a few times I've wanted to say 'wait guys we don't need to mo- [bang - bang] dead. :-(
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