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Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 5, 2020 14:20:53 GMT -5
ATM... I am running 2 Blitzi: One with the Legendary Pilot and one without.
The one with the Legendary Pilot has Armor Kits...The one without has NRs.
I've always assumed without really thinking about it that if you have DR you need as much Health as possible to get as much a percentage of that health turned into the DR proportion as possible... but usually that was dealing with a tank build. I was looking at my hangar a few mins ago to try to determine if I wanted to change anything and started thinking about it.
With Blitz being such an aggressive build... I wonder if that is still relevant in its case. I don't run a Leech but I imagine the same sort of thinking is true with it, as well... and for sure I've always prioritized Health on any type of Falcon.
What do y'all say... if you have a DR bot that is heavily dependent on that DR, either b/c of an ability or because of passive DR, do you put all the HP you can into it no matter what the bot is? Or do you focus on NRs if the bot is something more geared towards aggressive gameplay, handing out damage like free lollipops at the bank? I know there is no hard and fast rule, per se, but what do y'all prefer for your own hangars?
Leave a comment about why you think that, if you feel like it...
Cheers!
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Post by ʂɬɛɛƖ on Jun 5, 2020 14:28:09 GMT -5
I think it depends tbh. Fenrir, TFalcon, etc I’d want them to be super tanks. Blitz, I want that to pump out as much damage as possible. I’m running my blitz from time to time to level the pilot up and run 2 level 1 overdrives (so basically 2 TNRs)
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Post by kingjames4 on Jun 5, 2020 19:21:36 GMT -5
DR definitely is something that you have to consider in this situation, as it adds to the health of the robot; but for me, it still comes down to what does the bot do well, and how can I make it even better. Turn it's strength into a real competitive advantage.
Leech has high firepower, so it gets increased damage. A tank bot like T Falcon is known for it's survivability, so it gets increased HP. Phantom is halfway between, so it gets one of each (a BB and a Thermonuclear Reactor).
I think the blitz would fall in the halfway between category. So you could go either way, but I think the best choice is one of each (with Last Stand); at least for your DR Blitz. The non DR one I would keep the NRs on.
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Post by Desc440 on Jun 5, 2020 19:51:47 GMT -5
You have to distinguish between actual tanks (Fenrir and Falcon) and bots that sorta act like tanks for a short period of time (Leech and 「high sensory zone」z (Clive Blitz)). Armor makes sense on the former but not on the latter, as no one shoots at a Leech when its ability is active anyways and the extra armour won't make a difference when its ability is inactive. Same for the 「high sensory zone」z to a lesser extent, so might as well go full damage.
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Post by 7Chandrian on Jun 5, 2020 19:54:45 GMT -5
There is a big difference between the permenent(ish) 50-60% DR with the huge healthpool on tFalc and Fenrir as opposed to the temporary 90% for leech and Clove blitz.
Armor for the tanks and reactors for the (tempered) glass cannons
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Post by Eradicator1 on Jun 5, 2020 20:06:16 GMT -5
I usually go damage over toughness. For most of the bots I play. Including the Blitzi.
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Post by TheDecepticonIdeal on Jun 5, 2020 21:41:55 GMT -5
I'll say go for Thermonuclear Reactor and damage builds. I always prefer an aggressive playstyle, and high damage builds encourage high risk high reward gameplay which I enjoy very much.
Screw high health. Just pump up the damage potential and kill the enemy before they kill you.
A big disadvantage however that needs to be mentioned is that high damage builds are only most useful against one enemy at a time, since your weapons can only target one enemy. High health builds however are useful against multiple enemies in case they're focusing you, since you can absorb lots of damage from multiple sources.
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Post by seanh on Jun 6, 2020 8:04:20 GMT -5
I have HAKs (as yet unlevelled) on my T Falcon, it’s a tank, the whole point of it is to walk right onto that beacon with the three reds on it and just out last them.
On my Clive Blitz I run there TNRs (As yet unlevelled). In my somewhat limited experience, in Clives 9 second ability, you will not die unless a Titan gets you with his anti DR weapons. The 90% DR is all you need in itself. But 9 seconds is a short window. Whatever you are shooting has to be dead by the time it’s over, so firepower for that short window is key. Base HP is low enough, so when the window ends, If you are taking fire it’s probably game over and I don’t think HAKs would make a difference.
Having said that I do think a near maxed last stand would be a better option for one module slot. I do not have one to spare, but it’s on the wish list. I’ll also probably replace a Thermonuclear Reactor with an overdrive unit when I do get a last stand. For me it’s all about how many of those 9 seconds I get get to use. At the moment with the deft survivor skill (which you should definitively get) it an absolute minimum of two. I think a last stand should make that three. Obviously more if I actually play properly.
For the active module I played around with phase shift and advanced repair. Phase shift didn’t really save me that often, if I was caught exposed it was game over regardless. Repair allows getting back to a base HP that enables more 9 second ‘blitzes’. I actually just run normal repair now, mainly as I wanted to calm down on the PC burning, but also that the extra HP was often wasted. Simply did not need it when the DR was on and it makes no difference when it’s off. I might reconsider that when I get a last stand on it.
Don’t have any experience with leeches other than I don’t shoot them when they have the DR on, it’s pointless unless they have very low HP, when DR is off they appear to all die easy for me. But last stands are a pain, the leech will often survive to leech another day.
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Post by Oliver Kloesov on Jun 6, 2020 8:52:17 GMT -5
ⓣⓡⓘⓒⓚⓨ48I'm the lone "yes" vote up there. I feel HAKs for the Legendary Pilot Blitz would get you a measure of safety for when you get caught out "in the open" and your ability isn't running. Looking at my own hangar I run a lot of HAKs probably because I'm a little sloppy and don't play as well as I should. So, YMMV, if you are calculating and don't get caught with your pants down often, go Thermonuclear Reactor and bust-up some Reds. Tell us of your Blitzi exploits as time rolls on.
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Post by foxypotato on Jun 6, 2020 21:25:55 GMT -5
Tanks get armor to boost their strong point, their health pool. Burst damage builds get reactors to boost their burst damage nature. The exception would be a burst damage tank. In those cases I would run both modules if the bot has more than one slot.
I play my Storm Glacier Fenrir like a death button tank so it gets both reactors and armor. Scoot out of cover and unload while in DR mode then scoot back into cover to reload.
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Post by RightOn on Jun 7, 2020 8:35:40 GMT -5
Depends how much firepower the bot has.
Like leech obv. needs nukes
Phantom obv. needs plates
Etc etc
I'm not gonna list each and every one so just ask if you don't know
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 7, 2020 16:54:34 GMT -5
Cheers for the replies... so the gist of what most are saying is that they equip their passive mods with the Bot's purpose in mind, rather than it's ability. Makes good sense and I went ahead and compromised and threw a level 1 Thermonuclear Reactor on there with the 2 AKs... for now. That bot is using 4x Shredders so I can see needing an "oomph" boost during the ability.
Lately the matches have been all gas no brakes and haven't had much time to fight or really work with just one single bot for too much time at once... will have to just deal with the losses of me hanging back a bit and test the build out some more... but so far I am pleased with this build. I may go ahead and go all NRs just to try it.... the non-Clive Blitz with Sparks is beastly, and has all maxed NRs... so I know it has potential.
Again, thanks y'all!
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