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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 10:37:15 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. List pulled from here: warrobots.fandom.com/wiki/Pilot**Weapon Damage**Master Gunsmith: 3/5 - More damage is pretty good on all bots, nothing special though. Adamant Gunsmith: 2/5 - See above, but situational with a higher max. Raider Gunsmith: 2/5 - See Adamant. Bounty Hunter: 1/5 - 5 seconds of 5% boost? no thanks. **Durability**Armor Expert: 3/5 - Free durability is good, give an extra star for tanks (Falcon/Fenrir/Invader.) **Repair**Mechanic: 4/5 - Constant healing isn't a joke, this is viable on any bot. Add star for tanks. Adamant Mechanic: 4/5 - See Mechanic, faster but conditional. Key here is this helps push harder when behind, combine these two together and you've got a great recipe. Add star for tanks. Raider Mechanic: 2/5 - Still healing but *too* conditional if you ask me, could be amazing but I wouldn't place it in the top 3 or 4 even for **Resistance**Adamant Guardian: 4/5 - Down on beacons this is exactly what you want, combined with durability and repair boosts this has the potential to be absurd. Add star for tanks. Invulnerable Raider: 2/5 - A bit too situational but adding resistance for nabbing a beacon is pretty solid for a lot of bots. **Speed**Road Hog: 4/5 - Speed is undersold at every level of the game, obviously this isn't a priority item for the tank types but every other build this is a very welcome addition. Adamant Road Hog: 4/5 - I went back and forth on this but for mid-game pushes the (HUGE) 20% speed boost when behind on beacons is no joke, that pushes hellburners to a whopping 150kmh in overdrive and many other bots to the 75-100 kmh range. Loki would be stealth running over 100kmh. **Module**I'm going to lump all of these together with a 1/5. Unless you're a green cell addict I don't see these being better than other options. The one caveat is that these are pretty great on Falcon/Invader/Fenrir because the module healing is pretty much why you're playing these builds. **Miscellaneous** Guidance Operator: 1/5 - Yeah 33% faster lock on scourge/spark/hydra etc isn't *that* much faster. If we were talking 50-75% I'd give it more stars. **Trade Off**Survivor: 3/5 - More damage at the cost of speed is just fine for a lot of bots, if you're going for all damage builds then this is a good one. Thrill Seeker: 3/5 - Damage at the cost of durability, same reasoning as "Survivor" Scout: 4/5 - Speed bonus at the cost of durability? Speed builds just want speed, so yes please. Spy: 4/5 - Speed at the cost of damage, still great considering damage is only lowered by 2.5% Cautious Pilot: 3/5 - Too bad the only meta bot that can benefit is Nemesis, but for Nemesis pilots I would not be at all upset to get a 7.5% durability boost. Tough Guy: 5/5 - On Fenrir and Invader this is *exactly* what you want; on the other bots in the list it's still a great option but not a 5 star option. **Ability Based**Wonderworker: 5/5 - Just about any bot on that list will be jumping for joy (pun intended) to get 7.5% durability back for every ability activation. A+ on Greek Bots and Stealth Jumpers. Destroyer: 4/5 - Almost a perfect rating, this is an extra thermonuke for abilities. Especially great on Hellburner. True Ace: 5/5 - Mender, Tyr, Weyland with a huge healing buff? Yes and yes. Suppressor: 2/5 - Increased suppression seems underwhelming considering how debilitating suppression already is, do you really need more? Weapon Damage with Active Ability: 1/5 - 3% boost? Meh. Defense Expert: 4/5 - This one however is HUGE for Raijin. Pretty good for the other 2 spiders too. True Cowboy: 1/5 - You're still running a wild west bot, I don't think 5% is gunna save you. **Ability Recharge**Deft Survivor: 5/5 - This is the A+ platinum ability for every meta bot that can use it. Blitz with an extra free suppression/speed, yes. Mender with double heal, yes yes. Pursuer with 10 more seconds of hunt, yes yes yes. Invader with another jump/suppression yes yes yes yes. You get the idea. Glad they left Greeks off this list. Clever Survivor: 4/5 - An extra dash or jump etc to help you escape or close the gap? Sounds good to me. **Ability Trade Off** Daredevil: 4/5 - On a carnage a 15% damage boost is pretty insane, combined with other damage perks it'd be like running a third heavy weapon. I mean, that's the only bot that can realistically use it though and even then Carnage isn't great. Ghost: 3/5 - I don't really know what to think about this. Rogatka running at 90kmh is pretty neat but not sure if it helps break it into the meta. A Lancelot moving at nearly Ares speed could be interesting though... not sure I'd invest resources into it. Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. **Shield**Physical Shield Expert: 4/5 - For bots that lean heavily on Physical Shields for success there's absolutely no reason to not want a 25% buff. Energy Shield Expert: 2/5 - Energy shields just aren't all that effective in higher leagues, making them slightly better probably isn't going to push you over the top when everyone is shooting Halos anyway. Crazy Electrician: 3/5 - See above, faster recharge doesn't matter when it doesn't block enough. (Edit: Works with Aegis, added a star) **Weapons/Equipment**Gunsmith: 2/5 - For the last bit of extra damage (max 2.5% boost) this is fine, but there's better options for higher damage. Sharpshooter: 4/5 - Tighter pattern on any gun with spread is absolutely huge, this could potentially end up being a damage boost of 20% or more depending on range. Yes and yes. Speedshooter: 2/5 - Yeah, the time to spool up to max damage on punishers and avengers isn't so prohibitive I'd go out of my way to increase is. Not for me. Powerman: 4/5 - For shocktrain builds this will lead up to HUGE increases in DPM and damage output in general. Limited usage but on those bots it would be great. Knight Errant: 2/5 - Buffing ECU even more is sweet, but at the cost of another potentially better skill? I dunno. Energy Shield Expert: 3/5 - See all comments relating to Ancile shields. (edit: works with Aegis, added a star)
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Post by orionpax on Jun 3, 2019 10:46:20 GMT -5
Awesome thanks
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Post by Koalabear on Jun 3, 2019 10:48:43 GMT -5
Holy moly that's a long list!
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Post by bronzeknee on Jun 3, 2019 11:04:22 GMT -5
Hmm Destroyer gets a really high rating... it isn't that it isn't good, I am just not sure it is better relative to Master Gunsmith. I'd prefer Master Gunsmith. I also like the abilities that discount active module usage. While I have 45k power cells and never bought any with gold, I could see myself draining them with the more expensive modules. This makes it palatable.
Great list though. I think the logical next step is for people to come up with a list of what they think is best for each robot individually. This list is a bit too general to be useful beyond just being informational because one robot may benefit a lot from an ability, while another not as much. Like the abilities that give bonuses for capturing beacons would be awesome on a Strider dropped first. That is each team is taking a bunch of beacons and those effects could stack up. But those same abilities would be pretty bad on a Flux Fury, where you'd just want to buff damage.
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Post by Grrrega on Jun 3, 2019 11:06:30 GMT -5
I mostly agree.
But Energy shield expert and crazy electrician on Bulwark is 5/5 IMHO.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:21:43 GMT -5
Hmm Destroyer gets a really high rating... it isn't that it isn't good, I am just not sure it is better relative to Master Gunsmith. I'd prefer Master Gunsmith. I also like the abilities that discount active module usage. While I have 45k power cells and never bought any with gold, I could see myself draining them with the more expensive modules. This makes it palatable. Great list though. I think the logical next step is for people to come up with a list of what they think is best for each robot individually. This list is a bit too general to be useful beyond just being informational because one robot may benefit a lot from an ability, while another not as much. Like the abilities that give bonuses for capturing beacons would be awesome on a Strider dropped first. That is each team is taking a bunch of beacons and those effects could stack up. But those same abilities would be pretty bad on a Flux Fury, where you'd just want to buff damage. Didn't have time and experience enough to break it down, but I plan on doing builds guides later on for each meta bot. Destroyer is really good on Hellburner, and there's not many bots that can actually use it hence the rating is specific to that/those bots. I agree with the modules stuff; like I said if you're a module junky; but even then I'd be had pressed to pick those over other skills unless I was playing a Falcon tank etc. Cheers!
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:22:35 GMT -5
I mostly agree. But Energy shield expert and crazy electrician on Bulwark is 5/5 IMHO. Good input, I may edit later. I have never played a Bulwark but I was under the assumption those are for Ancile shields not Aegis? If i'm wrong I will clarify and edit ASAP!
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Post by linearblade on Jun 3, 2019 11:27:57 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. List pulled from here: warrobots.fandom.com/wiki/Pilot**Weapon Damage**Master Gunsmith: 3/5 - More damage is pretty good on all bots, nothing special though. Adamant Gunsmith: 2/5 - See above, but situational with a higher max. Raider Gunsmith: 2/5 - See Adamant. Bounty Hunter: 1/5 - 5 seconds of 5% boost? no thanks. **Durability**Armor Expert: 3/5 - Free durability is good, give an extra star for tanks (Falcon/Fenrir/Invader.) **Repair**Mechanic: 4/5 - Constant healing isn't a joke, this is viable on any bot. Add star for tanks. Adamant Mechanic: 4/5 - See Mechanic, faster but conditional. Key here is this helps push harder when behind, combine these two together and you've got a great recipe. Add star for tanks. Raider Mechanic: 2/5 - Still healing but *too* conditional if you ask me, could be amazing but I wouldn't place it in the top 3 or 4 even for **Resistance**Adamant Guardian: 4/5 - Down on beacons this is exactly what you want, combined with durability and repair boosts this has the potential to be absurd. Add star for tanks. Invulnerable Raider: 2/5 - A bit too situational but adding resistance for nabbing a beacon is pretty solid for a lot of bots. **Speed**Road Hog: 4/5 - Speed is undersold at every level of the game, obviously this isn't a priority item for the tank types but every other build this is a very welcome addition. Adamant Road Hog: 4/5 - I went back and forth on this but for mid-game pushes the (HUGE) 20% speed boost when behind on beacons is no joke, that pushes hellburners to a whopping 150kmh in overdrive and many other bots to the 75-100 kmh range. Loki would be stealth running over 100kmh. **Module**I'm going to lump all of these together with a 1/5. Unless you're a green cell addict I don't see these being better than other options. The one caveat is that these are pretty great on Falcon/Invader/Fenrir because the module healing is pretty much why you're playing these builds. **Miscellaneous** Guidance Operator: 1/5 - Yeah 33% faster lock on scourge/spark/hydra etc isn't *that* much faster. If we were talking 50-75% I'd give it more stars. **Trade Off**Survivor: 3/5 - More damage at the cost of speed is just fine for a lot of bots, if you're going for all damage builds then this is a good one. Thrill Seeker: 3/5 - Damage at the cost of durability, same reasoning as "Survivor" Scout: 4/5 - Speed bonus at the cost of durability? Speed builds just want speed, so yes please. Spy: 4/5 - Speed at the cost of damage, still great considering damage is only lowered by 2.5% Cautious Pilot: 3/5 - Too bad the only meta bot that can benefit is Nemesis, but for Nemesis pilots I would not be at all upset to get a 7.5% durability boost. Tough Guy: 5/5 - On Fenrir and Invader this is *exactly* what you want; on the other bots in the list it's still a great option but not a 5 star option. **Ability Based**Wonderworker: 5/5 - Just about any bot on that list will be jumping for joy (pun intended) to get 7.5% durability back for every ability activation. A+ on Greek Bots and Stealth Jumpers. Destroyer: 4/5 - Almost a perfect rating, this is an extra thermonuke for abilities. Especially great on Hellburner. True Ace: 5/5 - Mender, Tyr, Weyland with a huge healing buff? Yes and yes. Suppressor: 2/5 - Increased suppression seems underwhelming considering how debilitating suppression already is, do you really need more? Weapon Damage with Active Ability: 1/5 - 3% boost? Meh. Defense Expert: 4/5 - This one however is HUGE for Raijin. Pretty good for the other 2 spiders too. True Cowboy: 1/5 - You're still running a wild west bot, I don't think 5% is gunna save you. **Ability Recharge**Deft Survivor: 5/5 - This is the A+ platinum ability for every meta bot that can use it. Blitz with an extra free suppression/speed, yes. Mender with double heal, yes yes. Pursuer with 10 more seconds of hunt, yes yes yes. Invader with another jump/suppression yes yes yes yes. You get the idea. Glad they left Greeks off this list. Clever Survivor: 4/5 - An extra dash or jump etc to help you escape or close the gap? Sounds good to me. **Ability Trade Off** Daredevil: 4/5 - On a carnage a 15% damage boost is pretty insane, combined with other damage perks it'd be like running a third heavy weapon. I mean, that's the only bot that can realistically use it though and even then Carnage isn't great. Ghost: 3/5 - I don't really know what to think about this. Rogatka running at 90kmh is pretty neat but not sure if it helps break it into the meta. A Lancelot moving at nearly Ares speed could be interesting though... not sure I'd invest resources into it. Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. **Shield**Physical Shield Expert: 4/5 - For bots that lean heavily on Physical Shields for success there's absolutely no reason to not want a 25% buff. Energy Shield Expert: 2/5 - Energy shields just aren't all that effective in higher leagues, making them slightly better probably isn't going to push you over the top when everyone is shooting Halos anyway. Crazy Electrician: 2/5 - See above, faster recharge doesn't matter when it doesn't block enough. If this doubles for Aegis I'd give it more stars. **Weapons/Equipment**Gunsmith: 2/5 - For the last bit of extra damage (max 2.5% boost) this is fine, but there's better options for higher damage. Sharpshooter: 4/5 - Tighter pattern on any gun with spread is absolutely huge, this could potentially end up being a damage boost of 20% or more depending on range. Yes and yes. Speedshooter: 2/5 - Yeah, the time to spool up to max damage on punishers and avengers isn't so prohibitive I'd go out of my way to increase is. Not for me. Powerman: 4/5 - For dragoon and shocktrain builds this will lead up to HUGE increases in DPM and damage output in general, If I played those bots I'd look to have this and mechanic for long lasting blue jelly range fun. Knight Errant: 2/5 - Buffing ECU even more is sweet, but at the cost of another potentially better skill? I dunno. Energy Shield Expert: 2/5 - See all comments relating to Ancile shields. Does speed shooter only affect the spin up time on guns?
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[IGC] Güñâńgšträtøbōōm
Destrier
wrecking bots
Posts: 46
Karma: 17
Pilot name: Güñâńgšträtøbōōm
Platform: iOS
Clan: IGC Tactics
League: Expert
Server Region: North America
Favorite robot: Rhino
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Post by [IGC] Güñâńgšträtøbōōm on Jun 3, 2019 11:28:55 GMT -5
Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. What would you recommend for the center weapon?
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:30:47 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. List pulled from here: warrobots.fandom.com/wiki/Pilot**Weapon Damage**Master Gunsmith: 3/5 - More damage is pretty good on all bots, nothing special though. Adamant Gunsmith: 2/5 - See above, but situational with a higher max. Raider Gunsmith: 2/5 - See Adamant. Bounty Hunter: 1/5 - 5 seconds of 5% boost? no thanks. **Durability**Armor Expert: 3/5 - Free durability is good, give an extra star for tanks (Falcon/Fenrir/Invader.) **Repair**Mechanic: 4/5 - Constant healing isn't a joke, this is viable on any bot. Add star for tanks. Adamant Mechanic: 4/5 - See Mechanic, faster but conditional. Key here is this helps push harder when behind, combine these two together and you've got a great recipe. Add star for tanks. Raider Mechanic: 2/5 - Still healing but *too* conditional if you ask me, could be amazing but I wouldn't place it in the top 3 or 4 even for **Resistance**Adamant Guardian: 4/5 - Down on beacons this is exactly what you want, combined with durability and repair boosts this has the potential to be absurd. Add star for tanks. Invulnerable Raider: 2/5 - A bit too situational but adding resistance for nabbing a beacon is pretty solid for a lot of bots. **Speed**Road Hog: 4/5 - Speed is undersold at every level of the game, obviously this isn't a priority item for the tank types but every other build this is a very welcome addition. Adamant Road Hog: 4/5 - I went back and forth on this but for mid-game pushes the (HUGE) 20% speed boost when behind on beacons is no joke, that pushes hellburners to a whopping 150kmh in overdrive and many other bots to the 75-100 kmh range. Loki would be stealth running over 100kmh. **Module**I'm going to lump all of these together with a 1/5. Unless you're a green cell addict I don't see these being better than other options. The one caveat is that these are pretty great on Falcon/Invader/Fenrir because the module healing is pretty much why you're playing these builds. **Miscellaneous** Guidance Operator: 1/5 - Yeah 33% faster lock on scourge/spark/hydra etc isn't *that* much faster. If we were talking 50-75% I'd give it more stars. **Trade Off**Survivor: 3/5 - More damage at the cost of speed is just fine for a lot of bots, if you're going for all damage builds then this is a good one. Thrill Seeker: 3/5 - Damage at the cost of durability, same reasoning as "Survivor" Scout: 4/5 - Speed bonus at the cost of durability? Speed builds just want speed, so yes please. Spy: 4/5 - Speed at the cost of damage, still great considering damage is only lowered by 2.5% Cautious Pilot: 3/5 - Too bad the only meta bot that can benefit is Nemesis, but for Nemesis pilots I would not be at all upset to get a 7.5% durability boost. Tough Guy: 5/5 - On Fenrir and Invader this is *exactly* what you want; on the other bots in the list it's still a great option but not a 5 star option. **Ability Based**Wonderworker: 5/5 - Just about any bot on that list will be jumping for joy (pun intended) to get 7.5% durability back for every ability activation. A+ on Greek Bots and Stealth Jumpers. Destroyer: 4/5 - Almost a perfect rating, this is an extra thermonuke for abilities. Especially great on Hellburner. True Ace: 5/5 - Mender, Tyr, Weyland with a huge healing buff? Yes and yes. Suppressor: 2/5 - Increased suppression seems underwhelming considering how debilitating suppression already is, do you really need more? Weapon Damage with Active Ability: 1/5 - 3% boost? Meh. Defense Expert: 4/5 - This one however is HUGE for Raijin. Pretty good for the other 2 spiders too. True Cowboy: 1/5 - You're still running a wild west bot, I don't think 5% is gunna save you. **Ability Recharge**Deft Survivor: 5/5 - This is the A+ platinum ability for every meta bot that can use it. Blitz with an extra free suppression/speed, yes. Mender with double heal, yes yes. Pursuer with 10 more seconds of hunt, yes yes yes. Invader with another jump/suppression yes yes yes yes. You get the idea. Glad they left Greeks off this list. Clever Survivor: 4/5 - An extra dash or jump etc to help you escape or close the gap? Sounds good to me. **Ability Trade Off** Daredevil: 4/5 - On a carnage a 15% damage boost is pretty insane, combined with other damage perks it'd be like running a third heavy weapon. I mean, that's the only bot that can realistically use it though and even then Carnage isn't great. Ghost: 3/5 - I don't really know what to think about this. Rogatka running at 90kmh is pretty neat but not sure if it helps break it into the meta. A Lancelot moving at nearly Ares speed could be interesting though... not sure I'd invest resources into it. Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. **Shield**Physical Shield Expert: 4/5 - For bots that lean heavily on Physical Shields for success there's absolutely no reason to not want a 25% buff. Energy Shield Expert: 2/5 - Energy shields just aren't all that effective in higher leagues, making them slightly better probably isn't going to push you over the top when everyone is shooting Halos anyway. Crazy Electrician: 2/5 - See above, faster recharge doesn't matter when it doesn't block enough. If this doubles for Aegis I'd give it more stars. **Weapons/Equipment**Gunsmith: 2/5 - For the last bit of extra damage (max 2.5% boost) this is fine, but there's better options for higher damage. Sharpshooter: 4/5 - Tighter pattern on any gun with spread is absolutely huge, this could potentially end up being a damage boost of 20% or more depending on range. Yes and yes. Speedshooter: 2/5 - Yeah, the time to spool up to max damage on punishers and avengers isn't so prohibitive I'd go out of my way to increase is. Not for me. Powerman: 4/5 - For dragoon and shocktrain builds this will lead up to HUGE increases in DPM and damage output in general, If I played those bots I'd look to have this and mechanic for long lasting blue jelly range fun. Knight Errant: 2/5 - Buffing ECU even more is sweet, but at the cost of another potentially better skill? I dunno. Energy Shield Expert: 2/5 - See all comments relating to Ancile shields. Does speed shooter only affect the spin up time on guns? Yes, once at max they don’t shoot faster than normal. AFAIK
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Post by linearblade on Jun 3, 2019 11:31:40 GMT -5
Ⓑⓞⓑ ⒹⓨⓛⓐⓝDoes maximum durability refer to the. Max when you start the game, or the max after damage is take (ie the heal max)
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Post by Grrrega on Jun 3, 2019 11:31:41 GMT -5
I mostly agree. But Energy shield expert and crazy electrician on Bulwark is 5/5 IMHO. Good input, I may edit later. I have never played a Bulwark but I was under the assumption those are for Ancile shields not Aegis? If i'm wrong I will clarify and edit ASAP! Nope, works for AEGIS too. I run two Bulwarks and Energy shield expert is almost like two levels up on the bot.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:32:08 GMT -5
Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. What would you recommend for the center weapon? Glory/Thunder/Avenger (with reduced spread) Or Redeemer. Brawling weapons essentially.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:32:44 GMT -5
Ⓑⓞⓑ ⒹⓨⓛⓐⓝDoes maximum durability refer to the. Max when you start the game, or the max after damage is take (ie the heal max) Max at start from what I’ve seen in videos.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 11:33:22 GMT -5
Good input, I may edit later. I have never played a Bulwark but I was under the assumption those are for Ancile shields not Aegis? If i'm wrong I will clarify and edit ASAP! Nope, works for AEGIS too. I run two Bulwarks and Energy shield expert is almost like two levels up on the bot. Will edit and fix, thanks!
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[IGC] Güñâńgšträtøbōōm
Destrier
wrecking bots
Posts: 46
Karma: 17
Pilot name: Güñâńgšträtøbōōm
Platform: iOS
Clan: IGC Tactics
League: Expert
Server Region: North America
Favorite robot: Rhino
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Post by [IGC] Güñâńgšträtøbōōm on Jun 3, 2019 11:36:04 GMT -5
thanks!
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Post by Wife is Pissed on Jun 3, 2019 11:36:58 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. I didn't roll a Falcon so I could be a super-Schutze. I play TT Falcon so I can be an RDB Griffin with additional range, added survivability, and a 「fluffernutter」ton more damage. Other than that, excellent list! Oh, I also am not a fan of Clever Survivor or Deft Survivor, because they are too situation-based. As soon as your durability, drops below the threshold, your ability procs, and it only happens once. I like constant flows of boosts.
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revan117
Destrier
Posts: 10
Karma: 2
Pilot name: Revan117
Platform: iOS
League: Champion
Server Region: North America
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Post by revan117 on Jun 3, 2019 11:41:27 GMT -5
This is great!!! I just wish an explanation of the skill was listed with each! Haha
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Post by krebby on Jun 3, 2019 11:49:07 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. I'm glad you're assigning ratings to each ability. But I think you're painting with too broad of a brush. The value of any % increase bonus is strongly tied to the base number it is modifying. For example, Armor Expert provides the Hover with a potential increase of more than 34,000 durability; that same ability gives an Inquisitor only 19,800. Using your star system, I would rate Armor Expert for the Hover at 5/5, but only 2/5 (or even 1/5) for the Inquistor. Free durability is good, of course, but selecting a skill isn't free. You're giving up a skill slot where, potentially, something better could be selected. Now, after arguing for more nuance, I'm going to also paint with a broad brush—I see no value in selecting the trade-off skills right now. To give an example of why: - Spy provides increased speed of up to 5%, while reducing weapon damage by 2.5%.
- Road Hog provides a speed increase of either 6.5% or 10%, while not reducing damage at all.
I think all of the Trade-off skills are automatic respins, at least until Pixonic decides to significantly increase the benefit.
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Post by KomodoPie on Jun 3, 2019 12:04:20 GMT -5
Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. Great guide, thanks! The only problem with Traditionalist is that it makes Falcon the most boring bot imaginable.
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Post by Wife is Pissed on Jun 3, 2019 12:36:34 GMT -5
Traditionalist: 5/5 - If you play a Falcon and you don't have this you're doing it wrong. Great guide, thanks! The only problem with Traditionalist is that it makes Falcon the most boring bot imaginable. /agree It's just one man's opinion. You have to go with what works for you. I can say that Mechanic is far better on a Raijin than on a non-tank bot, as .5% healing per second amounts to 1000 damage healed per second if your Raijin has a 200,000 health pool. For my level 5 Falcon, that same percentage of healing only amounts to about 500 damage per second. Still, I'll take it in order to avoid smoking the green crack pipe as much.
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 12:40:13 GMT -5
Here is my opinion on the Pilot abilities at first glance, this could help some people decide which are the elite abilites, which ones are good, and which ones are an auto re-roll. I'm glad you're assigning ratings to each ability. But I think you're painting with too broad of a brush. The value of any % increase bonus is strongly tied to the base number it is modifying. For example, Armor Expert provides the Hover with a potential increase of more than 34,000 durability; that same ability gives an Inquisitor only 19,800. Using your star system, I would rate Armor Expert for the Hover at 5/5, but only 2/5 (or even 1/5) for the Inquistor. Free durability is good, of course, but selecting a skill isn't free. You're giving up a skill slot where, potentially, something better could be selected. Now, after arguing for more nuance, I'm going to also paint with a broad brush—I see no value in selecting the trade-off skills right now. To give an example of why: - Spy provides increased speed of up to 5%, while reducing weapon damage by 2.5%.
- Road Hog provides a speed increase of either 6.5% or 10%, while not reducing damage at all.
I think all of the Trade-off skills are automatic respins, at least until Pixonic decides to significantly increase the benefit.
Re: broad brush - yup! I want to do more detailed breakdowns per bot and build etc later, but with these being really new I thought this would be a good baseline considering a lot of the confusion. Also, I love the trade off stuff. In general I know what I want my builds to do so sacrificing elsewhere isn’t a huge concern. Cheers!
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Post by krebby on Jun 3, 2019 12:52:12 GMT -5
Also, I love the trade off stuff. In general I know what I want my builds to do so sacrificing elsewhere isn’t a huge concern. Cheers! Don't get me wrong—I love the *concept* of the trade-off skills. But the payoff stat needs to reflect the fact that you're giving up stats in another area. If Road Hog only boosted speed by 5%, but you could obtain 10% with a trade-off, that would make sense to me. What doesn't make any sense to me is getting a smaller benefit (5% compared to 6.5 or 10%) and you're lowering weapon damage.
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Post by someoldman on Jun 3, 2019 12:57:59 GMT -5
The only rating I disagree all that much with is the modules one. A rating of 1/5 is really low, and I can see too many cases where that upgrade is quite helpful. 25% off of any virtual currency is pretty good.* Thanks for the list though.
*edited. I thought it was 50%.
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Post by Wife is Pissed on Jun 3, 2019 13:04:20 GMT -5
The only rating I disagree all that much with is the modules one. A rating of 1/5 is really low, and I can see too many cases where that upgrade is quite helpful. 50% off of any virtual currency is amazing. Thanks for the list though. The green crack p2w button only gets a 25% cost reduction. 15 PC instead of 20, or 30 instead of 40. Big whoop-de-do...it still encourages reliance on a commodity that is easily spent faster than earned. I don't want to press that button too often.
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Post by someoldman on Jun 3, 2019 13:11:48 GMT -5
The only rating I disagree all that much with is the modules one. A rating of 1/5 is really low, and I can see too many cases where that upgrade is quite helpful. 50% off of any virtual currency is amazing. Thanks for the list though. The green crack p2w button only gets a 25% cost reduction. 15 PC instead of 20, or 30 instead of 40. Big whoop-de-do...it still encourages reliance on a commodity that is easily spent faster than earned. I don't want to press that button too often. Thanks, I edited it. Don’t get me wrong, I hate the crack button. But having 25% off for someone who uses it a lot is quite useful to that person.
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Post by diddlydums on Jun 3, 2019 13:25:59 GMT -5
Powerman not available for dragoon.
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Post by Wife is Pissed on Jun 3, 2019 13:39:43 GMT -5
Powerman not available for dragoon. Yes, the OP was incorrect on this point. It is only for "charge-up" weapons. The Dragoon and Marquess are fire-while-reloading weapons. Each blast does the same damage regardless of how much is left in the clip. So, for now, this only works for the three energy sniper weapons and the Shocktrain.
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Post by Deleted on Jun 3, 2019 13:43:48 GMT -5
Is this now or n Wiki?
Any way to condense this in order to take a pic or print it off?
My CRS is quite challenged by all this info......
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Jun 3, 2019 14:03:08 GMT -5
Powerman not available for dragoon. I’ll edit and fix, thanks!
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