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Post by Danny Linguini on Oct 2, 2020 13:11:47 GMT -5
So.... I’ve got Ares at 3.7, ready to roll up to R4 when I get another 500 or so a-coins. I also have Killshot, Panther and Lancer at 3.6, which should also be ready to upgrade about the same time I get enough a-coins to rank up one of them. Problem being I’ll have 4 mechs on the doorstep to R4, but only enough resources to push one.
Now here’s the stupid part. Logic would suggest that Killshot or Panther should go first, as they’re about the most effective mechs in early-mid game, with Ares or Juggy probably being a close third. And now that I think about it, I’m probably close to having the resources to bring Juggy up to 3.6, too, just to confabulate things a little more. But the Lancer is so damm much fun, that I’m seriously thinking of pushing it to R4 first, even though it’s got the smallest energy bump of all of them. It’s a hearty little bugger, and I often get best mech with it, despite it having about the lightest weapon set in my hangar.
Somebody please talk some sense into me.
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Post by hicycles on Oct 2, 2020 13:44:02 GMT -5
Funny, I've been thinking the same about Lancer, lately. I haven't upgraded it past 1.4, but I'm sitting on close to 1k blueprints, and it is a fun bot. I played it yesterday for the first time in a while, just to complete a task, and I enjoyed it. Got wiped quickly, by enjoyed it. At rank 4, you can at least run jav6.
Edit: fwiw, I ranked up my KS first. It's my only r4 bot currently. I think the bump in hp and melee dash damage is worth it.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 2, 2020 13:44:32 GMT -5
Only sense I'll throw at you is balance the Fun side of the equation with the resource management/bot advancement choice. You gotta enjoy what you play! But short term enjoyment has to be balanced against long term planning if you are F2P... so... this one is on you FWIW - I take advantage of the Prodigy deals, the 4.99 crates that come with 500 A-Coins, if I need a few coins. I don't do it too often, but if I was really struggling between two bots and only had enough A Coins to upgrade 1, as long as the game is as OK as it is as far as the gameplay being P2W or not, I will drop that 5$ once or twice to get what I need. I don't get to grind often so... it's my answer to these type questions lol. If you are staying F2P though, then yeah, I go back to my previous paragraph.
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Post by Redfiend on Oct 2, 2020 14:03:46 GMT -5
It's all an eventuality so long as you keep playing the game. R4 to 5 and beyond are so costly that you'll probably go back to upgrading other mechs for the luls anyway. I'm still taking the slow roll approach of bringing everything up, at least until things start reaching the R5 threshold. R4 Lancer is a fairly chunky boi for being a light bot, and only has a tad less firepower than your R3 tanks/killshot. Hangar strength doesn't really total into the MM as much as total games played and win rate, so your upgrade path is really all about what you enjoy playing.
There's really no rush to rank up Killshot or Panther unless you have weapons to take advantage of their new EN totals. If you're running KS with Javs, and don't intend on swapping over to Missile Racks, there's no rush for it to break into R4. For Panther/Guardian/Paragon, it's pretty difficult to take advantage of their EN limit unless you're running Stasis 12+ Pulse 8 or stasis 16+Lance 4 until you get the high cost Carbines.
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Post by Koalabear on Oct 2, 2020 14:13:01 GMT -5
I think it depends on what division you're in too. I had plans and plans and plans but in the end, I went with what was most effective. Ever since I hit Division 1, I've noticed the CPC games jump in difficulty, and the Tournament games easy only for the first 2 days. I had a similar decision, and in the end, I dumped my resources into my Juggernaut, even though it's my least favourite bot. My KS is my fave bot and the most effective in Tournaments, but lets face it, in a CPC game with more humans than AI, I get creamed super fast in it. So, given a choice to R4 my Panther, KS or Jugg, I went Jugg. My Guardian and Ares are already at R4.
The R4 Jugg with PC8 is an absolute beast. It's finally got the HP, shield strength and firepower that it was always hinted at but never quite had. The only thing it doesn't have is speed, but in its place is an implacable unstoppable pushing machine that can push into red territory and take it from them and maybe even slap them around a bit.
I had to put my Panther back to RPG6 which isn't too bad since that was my first kick butt mech. I still might end up picking up the MR6 for it though because the Stasis Field should work wonders when paired up with those.
My Ares remains with LA8 cause in my opinion, it's the superior sniper mech, head and shoulders above Guardian and Panther for this role. That's because it's shield is easy to use and lets me aim my shots. Yes, the Panther's Stasis Field is indestructible but it's harder to use effectively when sniping opportunities happen in the blink of an eye.
My Guardian remains with MR8 cause that's my most powerful weapon, and when you get in close enough to use the System Crash, you definitely want to kill your target cause if you don't, you're toast.
And, last but not least, I like Killshot with Jav6 the best. If there were a Jav8 in the game, I'd be all over it. But, the closest thing is the RM8, which isn't nearly close enough.
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Post by Danny Linguini on Oct 2, 2020 14:28:28 GMT -5
It's all an eventuality so long as you keep playing the game. R4 to 5 and beyond are so costly that you'll probably go back to upgrading other mechs for the luls anyway. I'm still taking the slow roll approach of bringing everything up, at least until things start reaching the R5 threshold. R4 Lancer is a fairly chunky boi for being a light bot, and only has a tad less firepower than your R3 tanks/killshot. Hangar strength doesn't really total into the MM as much as total games played and win rate, so your upgrade path is really all about what you enjoy playing. There's really no rush to rank up Killshot or Panther unless you have weapons to take advantage of their new EN totals. If you're running KS with Javs, and don't intend on swapping over to Missile Racks, there's no rush for it to break into R4. For Panther/Guardian/Paragon, it's pretty difficult to take advantage of their EN limit unless you're running Stasis 12+ Pulse 8 or stasis 16+Lance 4 until you get the high cost Carbines. After wasting so much time in War Robots over the years upgrading stuff that ended up getting shelved, I’ve been a little more prudent with game resources. However, the bolded bit above is huge - it is after all about having fun. Worst case, by ranking up a mech that may not be as useful later on in the game, I’m only putting off ranking up a better one by a week or two. Well, maybe more considering all those a-coins ... I’m really torn here because I love playing the Killshot, too. But as you kind of alluded to, a big part of that is the jav’s it’s sporting, which I’m in no hurry to swap out just yet. Though I surely wouldn’t mind a little more breakage on the receiving end of a zip-splat. So I think I’m still leaning toward the Lancer.
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Post by titando on Oct 2, 2020 14:34:15 GMT -5
What weapons are you guys running on the Lancer? Perhaps I need to revisit this little guy. Just opened my 5th hangar slot, and stuck my Paragon in there.
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Post by Redfiend on Oct 2, 2020 14:57:55 GMT -5
Danny Linguini I still hold that the items themselves are balanced at level, it's the credit economy of this game that's the killer. If credits were more plentiful, the coin/blueprint grind wouldn't be so ?bum-bum?because players wouldn't have to sink coins in for credits as much. Even if your Killshot is R4, if you're on the recieving end of a zip-splat, it's going to stay glued to your face to avoid Javelin fire while hosing you down with RPGs/Pulse cannons, so you're only getting a second or two more life out of it. Lancer has Guardian's 3.7 HP at 4.1. Rockets are it's best bet until you're ready to take Javs off of killshot. Shadow is the only light bot really safe enough to spray n pray.
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Post by Danny Linguini on Oct 2, 2020 15:00:22 GMT -5
What weapons are you guys running on the Lancer? Perhaps I need to revisit this little guy. Just opened my 5th hangar slot, and stuck my Paragon in there. Javelin 4’s on mine at the moment. Perfect little hit-and-run machine. I think part of why it can last so long is because it can duck out of trouble quickly at any time, plus jump to places where other mechs can’t reach you. I stumbled back on it fir a challenge one day, and it’s remained in my active hangar ever since, the only time it comes out is when I have a MD challenge. I’m just amazed at how much havoc I can wreak with it. But now I’m having second thoughts. Again. Or maybe it’s third or fourth thoughts. I took a look at the bump in HP and dash damage if you rank up the Killshot to R4, and damm is that tempting. I have the time it takes to earn another 500 a-coins to figure it out. But at least I think I’ve narrowed it down to just Killshot or Lancer - which one goes first.
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Post by Redfiend on Oct 2, 2020 15:03:28 GMT -5
What weapons are you guys running on the Lancer? Perhaps I need to revisit this little guy. Just opened my 5th hangar slot, and stuck my Paragon in there. RPG/Jav 4
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Post by Koalabear on Oct 2, 2020 15:11:13 GMT -5
Danny Linguini, You'll find that the Jav4 just doesn't have enough oomph soon enough. Its the main reason why I shelved and gave up on my Shadow. First, the Shadow upgrades slowly and secondly, the Jav4 isn't enough to even strip the shield on some high level Juggs. If you get bumped any higher, I'd give up on the Jav4's and just run Jav6 on the Killshot and have something that is more effective for CPC games. I've found that you actually don't really need more than one beacon capper in CPC because by the time your first mech is killed, you're either ahead in territory and can spawn anywhere, or you're losing ground and can only spawn at home base. You'll want a tank to push forward, an attacker to quickly kill a red that is encroaching, or spawn a sniper mech on big maps.
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Post by Old-Cat on Oct 2, 2020 15:46:55 GMT -5
So.... I’ve got Ares at 3.7, ready to roll up to R4 when I get another 500 or so a-coins. I also have Killshot, Panther and Lancer at 3.6, which should also be ready to upgrade about the same time I get enough a-coins to rank up one of them. Problem being I’ll have 4 mechs on the doorstep to R4, but only enough resources to push one. Now here’s the stupid part. Logic would suggest that Killshot or Panther should go first, as they’re about the most effective mechs in early-mid game, with Ares or Juggy probably being a close third. And now that I think about it, I’m probably close to having the resources to bring Juggy up to 3.6, too, just to confabulate things a little more. But the Lancer is so damm much fun, that I’m seriously thinking of pushing it to R4 first, even though it’s got the smallest energy bump of all of them. It’s a hearty little bugger, and I often get best mech with it, despite it having about the lightest weapon set in my hangar. Somebody please talk some sense into me. Dude, level it if you like it. I leveled a Raven for just that reason, it was a hoot to run. I still think it was my best decision with respect to the use of resource I ever made in that hole of game, the laughs I got out it were priceless. war-robots-forum.freeforums.net/thread/34351/raven
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Post by S1E1 on Oct 2, 2020 16:32:13 GMT -5
What weapons are you guys running on the Lancer? Perhaps I need to revisit this little guy. Just opened my 5th hangar slot, and stuck my Paragon in there. Javelin 4’s on mine at the moment. Perfect little hit-and-run machine. I think part of why it can last so long is because it can duck out of trouble quickly at any time, plus jump to places where other mechs can’t reach you. I stumbled back on it fir a challenge one day, and it’s remained in my active hangar ever since, the only time it comes out is when I have a MD challenge. I’m just amazed at how much havoc I can wreak with it. But now I’m having second thoughts. Again. Or maybe it’s third or fourth thoughts. I took a look at the bump in HP and dash damage if you rank up the Killshot to R4, and damm is that tempting. I have the time it takes to earn another 500 a-coins to figure it out. But at least I think I’ve narrowed it down to just Killshot or Lancer - which one goes first. I just started playing my Lancer with Jav 4s and I get how you feel. But you have to take it all the way to L5 to be able to put 6s on it, so I don't think I'll rank it past 3 for a long time. Seems like there are a lot of fun weapon combos for KS at R4, so I'd probably do that instead. That said, you do you. I feel like there is a lot less need to chase meta in this game and there hasn't been enough experimentation yet to truly know what is and isn't worth it. Personally I am still trying to get all my bots to 3.7 but I think I'll then park everything there except my Juggs and Ares, while I pour resources into weapons for a long time. I'm definitely thinking of focusing on the Jav 4s for a bit because of my Lancer. Doesn't really seem like any other weapon for it will be half as effective.
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Post by Redfiend on Oct 2, 2020 17:24:57 GMT -5
S1E1I'll put it this way, you're spending all of this time with rank 3 Mediums (Tanks/Killshot), that's the max firepower light bots are going to have, except you'll be using weapons leveled to higher ranks. Javs, pulses, RPG, that's the level of performance R5+ lights will have. Lancer/MD will have 11k more HP than Killshot/Panther/Zephyr.(65.7k vs 54.7k) Shadow/Cheetah are the squishiest bots in the game at a max of 43K, Cheetah has more damage output with mines, and shadow is the fastest bot in the game. Shadow has the same base speed as Killshot, but it gets significantly faster when stealth is active.
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Post by S1E1 on Oct 2, 2020 18:52:56 GMT -5
S1E1I'll put it this way, you're spending all of this time with rank 3 Mediums (Tanks/Killshot), that's the max firepower light bots are going to have, except you'll be using weapons leveled to higher ranks. Javs, pulses, RPG, that's the level of performance R5+ lights will have. Lancer/MD will have 11k more HP than Killshot/Panther/Zephyr.(65.7k vs 54.7k) Shadow/Cheetah are the squishiest bots in the game at a max of 43K, Cheetah has more damage output with mines, and shadow is the fastest bot in the game. Shadow has the same base speed as Killshot, but it gets significantly faster when stealth is active. Good breakdown but not entirely sure what the conclusion is meant to be. There seem to be a lot of fun options in speed/flanking bots category to try out and because they upgrade by 2 energy units, it seems like E4 and E6 weapons will be worth upgrading for those. Javs are uniquely fun and I really like RPGs too. Given how many bots these work well on, seems like long-term they'll be worth investing in now. Even when taking a Killshot to R4, as the OP was wondering about, it still seems like Jav 6s are going to be one of the best weapons still to equip. So you get better HP and a lot better dash damage (and try out some other good 8 combos like Missile Racks and Pulse Cannons) but often end up playing Javs still. Pretty sure this is why scape211 only recently took his KS to R4. Anyway I'm just mulling ideas but I can definitely see a case for upgrading Javs in particular more than the bots that carry them. Tanks do need to go to R4, so you can equip E8 weapons and not compete for the same limited pool of 6s. And Killshot's R4 dash damage is a big leap up, it does seem worthwhile for just that alone.
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Post by Redfiend on Oct 2, 2020 19:33:46 GMT -5
S1E1Whatever category of weapon you intend to use on a light bot, gets dedicated to that light bot while it's in the hangar at R4+. They can definitely put in work, and I've MvPed several tournaments by being a vulture with R3 Shadow. The big rock/paper/scissors is Lights<Mediums<Heavies<Lights. They have enough firepower to take down Killshots and the Attacker trio, but have to run from tanks. Every bot has it's META place and playstyle. For light bots: Lancer: Javelins. Chuck Javs from places nothing can get line of sight on, use the jump to get stupid angles that trigger flanking multipliers. Cheetah: Anti-Flank/Defense:Missile Racks/Javelins: mines CHUNK. The fast bois that always go around the main fight in CpC have a hard time dealing with it. MD: Javelins/Missile racks/Thermal Lance: You're stapled to something bigger's arse. Shadow: Flanker/Pick taker: Pulse/RPG/MR/Javelins: shoot things in the arse, be generally insufferable, steal beacons if everything gets too clumped up. 4 cost weapons have an upgrade ceiling of 4.7, because once bots reach R5, not even light bots use 4 cost weapons anymore. Anything that costs 6 or more can be brought in to end game if you intend on running a light, so investing upgrade resources into light bots is more like investing in getting more out of the 4/6 cost weapons you've been upgrading, but won't have much use for otherwise once your medium bots hit 16 EN.
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Post by mechtout on Oct 3, 2020 9:51:52 GMT -5
besides the Jav6 killshot, my current goal is to upgrade bots to handle level 8 energy, and improve or acquire level 8 weapons
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Post by Danny Linguini on Oct 3, 2020 19:02:24 GMT -5
Another day, another change of heart. I threw Juggy back in the lineup with MR6’s, because why the hell not, and now I’m thinking I’ll use up credits getting that up to 3.7 (it’s currently at 3.5) while amassing the a-coins I’ll need to rank something up to R4, and today that something is looking more like a Juggy, with the intent of fitting it out with MR8’s. It’s probably going to be close to another week before I’ve got enough a-coins for a rank-up, and I’m pretty sure I’ll change my mind at least 20 more times between now and then. So keep shoveling more to chew on, and maybe we can get my flip-flops up to 30, 40, maybe even 50 before I can pull the trigger. Right now, today, tonight, at this particular moment, the order if likelihood of who gets the next rank-up is Juggy > Killshot > Lancer > Panther > Ares. Let’s see how many times that changes before I go to bed tonight.
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Post by Redfiend on Oct 4, 2020 9:19:12 GMT -5
Another day, another change of heart. I threw Juggy back in the lineup with MR6’s, because why the hell not, and now I’m thinking I’ll use up credits getting that up to 3.7 (it’s currently at 3.5) while amassing the a-coins I’ll need to rank something up to R4, and today that something is looking more like a Juggy, with the intent of fitting it out with MR8’s. It’s probably going to be close to another week before I’ve got enough a-coins for a rank-up, and I’m pretty sure I’ll change my mind at least 20 more times between now and then. So keep shoveling more to chew on, and maybe we can get my flip-flops up to 30, 40, maybe even 50 before I can pull the trigger. Right now, today, tonight, at this particular moment, the order if likelihood of who gets the next rank-up is Juggy > Killshot > Lancer > Panther > Ares. Let’s see how many times that changes before I go to bed tonight. And avoiding these brainfarts is exactly why I'm bringing everything up evenly, with a focus on weapons beyond 3.7. MR8 is like Javelin 6 on Juggy. Does it work? Yes. Is it a waste? Yes, unless your main goal is to be insufferable.
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Post by reconnecting on Oct 4, 2020 13:16:46 GMT -5
Probably going to upgrade Panther as he seems most likely to have staying power through the later game. Also I put jav6 on him and got 14 kills in one match. :-D Feel just a little guilty. After that Jugg because I like tanks. KS I use to get cps, dont need him levelled...yet.
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Post by Danny Linguini on Oct 4, 2020 13:34:22 GMT -5
Well, it’s done. Killshot ended up getting the nod after all that hemming and hawing. What kicked it over the edge was a bunch of tournament games this morning, which reminded me that the jav Killshot is my go-to mech in most tournament matches, usually lasting the entire game and getting top mech. That’s where the best resources are to be gotten, so between that and a nice bump in HP and dash damage, it just made sense. Also realized the javs are a few thousand credits away from 3.7, so they will be next to get ranked up. After that, probably Jugs, but that’s still a long way off, so who knows.
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Post by Danny Linguini on Oct 4, 2020 13:40:42 GMT -5
Another day, another change of heart. I threw Juggy back in the lineup with MR6’s, because why the hell not, and now I’m thinking I’ll use up credits getting that up to 3.7 (it’s currently at 3.5) while amassing the a-coins I’ll need to rank something up to R4, and today that something is looking more like a Juggy, with the intent of fitting it out with MR8’s. It’s probably going to be close to another week before I’ve got enough a-coins for a rank-up, and I’m pretty sure I’ll change my mind at least 20 more times between now and then. So keep shoveling more to chew on, and maybe we can get my flip-flops up to 30, 40, maybe even 50 before I can pull the trigger. Right now, today, tonight, at this particular moment, the order if likelihood of who gets the next rank-up is Juggy > Killshot > Lancer > Panther > Ares. Let’s see how many times that changes before I go to bed tonight. And avoiding these brainfarts is exactly why I'm bringing everything up evenly, with a focus on weapons beyond 3.7. MR8 is like Javelin 6 on Juggy. Does it work? Yes. Is it a waste? Yes, unless your main goal is to be insufferable. I’m confused here. If MR8’s on Juggy work, then why is it insufferable? I’ve tried just about every other weapon set on it, and even as relatively weak as MR6’s are, I’ve still had good luck with them, so it seems to make sense to me that MR8’s would only be better. What’s insufferable about them? And what does the all-knowing redfiend suggest is a better load out ... for ME?
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Post by Redfiend on Oct 4, 2020 15:30:19 GMT -5
Danny LinguiniHealth is a resource, playing hide and seek in the toughest mech in the game is a waste. Effective in tournament, where K/D is the only thing that matters. Not so much in CpC, where staying alive in a single mech gets a 4 cap loss and a dead team as a prize.
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Post by Danny Linguini on Oct 4, 2020 16:02:49 GMT -5
Danny Linguini Health is a resource, playing hide and seek in the toughest mech in the game is a waste. Effective in tournament, where K/D is the only thing that matters. Not so much in CpC, where staying alive in a single mech gets a 4 cap loss and a dead team as a prize. What are you talking about? Are you criticizing my decision to rank up Killshot first? My choice of weapons on Juggy? Or maybe suggesting I don’t know how to play the game? I think my battle log would refute that. I’m just lost here. I use mostly the same mechs in both modes, but of course I use them differently. I do not play ‘hide and seek’ in CPC games, I play to capture and protect CP’s, but I’m also not going to go marching out into a sea of reds, either. My first mech in CPC usually doesn’t last long, because I’m out there fighting to turn that third CP first. The only time I don’t, as I’ve said repeatedly before, is if I have specific challenges to complete that don’t necessarily contribute to winning CP games. So I have no idea what the hell you’re trying to say here. Might help to use the quote button once in awhile so I have some clue as to what you’re responding to. Look, I appreciate the information you provide on this game as much as anybody; but everybody has different play styles and preferences, and you need to draw the line on trying to dictate what loadouts everybody else should use just based on what might work best for you.
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Post by Redfiend on Oct 4, 2020 16:52:50 GMT -5
I'm not trying to do anything. You're taking an opinion on a videogame as a personal attack/insult.
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Post by Danny Linguini on Oct 4, 2020 17:38:42 GMT -5
I'm not trying to do anything. You're taking an opinion on a videogame as a personal attack/insult. Yeah, no, not quite. I don’t get insulted that easily. I’m just trying to figure out what you’re trying to say and what it’s in in response to. Because both are terribly unclear.
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Post by Redfiend on Oct 4, 2020 18:20:50 GMT -5
Ares is the better missile rack platform.
Juggernaut is differentiated from Ares by it's base health, ground speed, and shield mechanic.
Missile racks have a long cooldown time.
Ares' shield is more variable because the shield going down early adds more time to it's cooldown. It also has a time limit regardless of the damage it takes. Because of that, the long cooldown meshes better with the Ares, as using cover/remaining disengaged from the fight can serve a dual purpose.
Juggernaut gets punished if it lacks the ability to retaliate, and even the slight ground speed disadvantage makes it more difficult to play cover. It's higher health pool and lower shield cooldown timer makes it better at persistent brawling, such as Pulse, Carbines, or even the stasis/lance combo.
Health is a resource. Using high cooldown weapons with a bot better suited to be the sponge on the battlefield is a waste, the same way using persistent damage weapons on a bot that goes down easier when it's shield goes down is a waste.
Will high cooldown burst weapons make a Jug playing proper cover harder to kill? Yes. Is that Jug playing cover, because it can't shoot,likely getting something else on it's team killed? Also yes.
By the numbers, it's maximizing the active/CD timers of the weapons with the Active/CD timers of the mech.
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Post by Munki on Oct 5, 2020 10:34:38 GMT -5
I could be wrong, but I think many of us are bringing up our Juggernauts through these first few ranks where quite frankly it should not be considered a tank. The HP level is a joke especially in the first two ranks. I realize that this changes significantly at rank 4 given the ones I have had to face. So really, there is a tale of two bots when it comes to the Jug. Lower ranked, it is not a bullet sponge so being tactful was a requirement for it to live. Higher ranked, this changes making its role much more aligned with how Redfiend describes.
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Post by Danny Linguini on Oct 5, 2020 11:48:40 GMT -5
Missile racks have a long cooldown time. Will high cooldown burst weapons make a Jug playing proper cover harder to kill? Yes. Is that Jug playing cover, because it can't shoot,likely getting something else on it's team killed? Also yes. By the numbers, it's maximizing the active/CD timers of the weapons with the Active/CD timers of the mech. What’s the difference between taking fire while unloading your clip or taking fire while waiting to reload? I don’t care what it looks like on paper or by the numbers; I have equally leveled pulse cannon 6’s and MR 6’s, I’ve played both on the Jug on the same maps, and IN PRACTICE I do far better with the MR’s on my Jug than with PC’s. And no, that’s NOT playing hide-and-seek or ducking into cover every reload, that’s trying to stand my ground protecting a CP. I can’t imagine the results would be any different between PC8’s and MR8’s.
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Post by Redfiend on Oct 5, 2020 12:23:59 GMT -5
Guess it depends on what you're fighting. The AI I normally have to contend with in cpc don't allow for any suboptimal play at all, even when not on their "Guaranteed loss" vibe ??
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