Post by linearblade on Oct 7, 2020 6:16:26 GMT -5
Drone Optimization guide.
This guide is intended for champion level play , and for those who desire to run drones without burning excess powercells. If you donâ??t fit this category, then this guide may not apply to you.
Purpose:
Power cells are depleted fast if you arenâ??t buying them all the time. Considering drones can easily cost upwards of 40pc to deploy, maxing them out isnâ??t always the wisest decision. In this regard, optimizing maximum performance for minimum cost can come into play. A properly kitted drone can be more cost effective than running its equivalent active module
An example of this is the healing line of chips. These chips are more cost effective than using the heal button. In some cases, they can be repeatedly triggered to further lower their cost.
This guide provides commentary on chips and illustrates drone hangar setup, placement and suggesstions on use.
1. The types of chips:
Shooter chips.
Mileage may vary, however the machine gun chip next to worthless. At tier 3, there are better things to spend 6 power cells on. The damage is almost meaningless.
Tier 4 chips may offer slightly better performance, but at tier 3, you are wasting your pc/gold stash questionable gain. These chips rarely change the tide of battle, and serve only to puff up your damage score a bit at the end of the game.
So, pass.
war-robots-forum.freeforums.net/thread/42621/spend-money-trying-shooting-drone
Diamond chips:
Healing chips in general are a strong play. They come in two main varieties, heal x health, or heal y% health. In all other ways they are the same.
Choosing heal x or y% is important. If you are using a high health bot, you might choose the y%. for lower health bots you most certainly donâ??t want to percentage heal chips
So a regular healing module. Heals 5% for 5 seconds, or 25% (less, b/c the amount of healing to be done each time consecutively goes down, as does your maximum health if your getting shot)
There are a number of trigger conditions
1: crashing xyz chip.
Loose 100k in 3 seconds get x health. Any heavy bot brawling will trigger this. Itâ??s a pretty solid score against titans too. I prefer the heal 30k straight up as opposed to 15% (tier 2). Its reliable, and either way is 2/3 of that healing. 15% of a 200k healable bot is 30k. but realistically its probably closer to 100k (the amount to trigger it), especially if it the first hits. In this case its 15k. so in general I prefer the flat amount instead of a percentage. You cant take too many 100k hits to make this pay off. But at 30k for 4pc and 50k for tier 3. Itâ??s a solid gimmie.
Any bot with 300k health or more makes good use of this. Another use is it significantly reduces the hawk pay to win button. A couple tier 3 chips can flat out nullify it if you have the slightest ability to dodge.
Good, take it.
2: recurrent in trouble: take 70k over 5 seconds
This is pretty much the same setup as above, with a larger window range. The reason I prefer the crashing chip is because it pays bigger and in champion league 100k hits fast. Also I want to trigger as fast as possible so the cooldown triggers again. They are more useful for bots that do trickle damage against you. But if you have tier 4 mechanic, your pretty much repairing a third of that in the same time period. Still a solid choice.
Mileage may vary. But not a bad deal.
3: reconstructive emergency: health falls under 30%
Sort of a poor mans last stand. Being that they probably only trigger once, and the amount isnâ??t all that great, I usually pass on these. If I want to cheat death at low health, Iâ??d rather use a last stand which will prevent my guns from blowing off. Having a bot get his weapons popped and then being slightly healed doesnâ??t make me want to run that bot. low re use value as well (you generally donâ??t straddle 30% for very long), makes me say pass.
4: recurrent reconstructive: 40k healed over 5 secounds.
This chip is straight up bent on Tyrs, weylands and menders. 10% is easy to calculate, 40% of a regular healing module for 20% of the cost of it.
Why is it bent? Well a tyr heal pulse at tier 4 nearly repairs 40k. with mechanic, kaboom. Its done. It will trigger another â??pulseâ??. Weyland takes longer b/c it doesnâ??t have a heal pulse. But with tier4 mechanic, again, it will trigger.
Mender? Enjoy another pulse.
These stack up and are no brainers. There is no reason to not run these, if you are already running a heal module, and plenty of remaining reasons such as you want to run something besides healing.
If you are running advanced healing, then these are an even better deal in comparison.
Healer bots employing these are almost always at the maximum repairable health level at all times.
Using an active module will obviously also trigger these and super charge your healing.
THESE ARE THE STONE COLD NUTS.
5: phasing. (use phase shift)
I donâ??t use phase shift, but if I did Iâ??d probably run these for a small hit. The benefit and drawback of this module is the obvious â??have to use power cellsâ??
Squares (defensive)
These can be EXTREMELY powerful, depending on your bot. in general the â??when reaches 50%â?? are not nearly as good as â??when this condition is appliedâ?? although some players may find the 50% chips a better fit, I do not, simply because they have cooldowns and doesnâ??t last through the effect. In practice however they both do the same exact thing.
Impaired/inhibited defender: these provide a defense bonus while suppressed/ locked down. Considering you will likely be permanently suppressed by ?high sensory zone?z trolls non stop, these seem a no brainer. Tier 3 anti suppression chip provides 45 defense points, which is a colossal advantage when being suppressed.
Debilitating/artic Defender: same as above, the amount of defense isnâ??t as high. In the case of artic however, your going to be taking additional damage, so this isnâ??t a bad choice.
ALL SOLID CHOICES, and tier 3 extremely powerful. ESPECIALLY WITH THE COUNTER STATUS CHIPS IN TRIANGLE SECTION.
Recurrent Emergency/forwarning: 30%/50% health gives you a defense boost. Its small, and your already mostly dead. It will likely trigger once only and for a short while at at that.
This is a hard pass for me.
Modulative (moneylative) / revitalizing
If youâ??re a module spammer, may get value. If your not , just wasting. Bonus is small and probably not mor than a couple times per use.
If you like to make it rain maybe you can get some use out of this. Otherwise Iâ??d pass
Triangles, aka counter play chips
These things are not especially useful at tier 2. Tier 3 and 4 are a different story. Ever wonder ?whiskey tango foxtrot? just happenedâ?? sometimes? Odds are a whale did a drive by with these modules. In general Iâ??d say these are straight up whale mods, more so than the vaunted circle chips.
Resurgent/inhibited and unimpended/inciting/thermic intensifier chips. They all trigger at the same time, and they do the same thing: buff your damage to absurd levels.
I wouldnâ??t run this on my optimized drones. But Iâ??d sure has hell run them on my top shelf drones. Combining with the anti suppression/lockdown / freeze chips makes for INSANE counter abuse.
Budget drone: PASS. Whale drone: I MUST HAVE THE PRECIOUS.
Raging/struggling : these trigger at inopportune moments and only once. Not my cup of tea.
PASS.
Modulative(moneylative) / revitalizing: if you are making it rain, go for it. It also allows you to control specifically when to get the benefit. However since I am suppressed nonstop, I get several uses out of the counter status effect chips already.
So I would say hard pass if you are tight wad like I am, but if power cell consumption is not a concern of yours, much better
Circle chips. Or the holy of holies.
war-robots-forum.freeforums.net/thread/42352/comparison-tier-2-3-chips
Being able to apply suppression/freeze/lockdown on demand is pretty potent. And since they effectively become available right away at tier 2, they can be cheap and effective. Unfortunately there is a lot of junk in this category. This is by design. So pixonic can bait you into spending money. You heard me right. Pixonic is deliberately screwing with you b/c they run a pseudo casino ante game instead of an actual skill based game. And they are exploiting your desire for circle drones and your desire for magical (dare I say mythical) tier 3 / 4 status chips
Lockdown/suppress/freeze chips: obviously good. But at tier2, only on a select subset of weapons. Namely shredders and shotguns. Partially effective on 4 weapon setups and scourges.
If you are using shredders, you can literally suppress the entire team with the use of 4 powercells. If your using nucleons / atomizer etc. they will be dead by the time you get the effect to land.
Curiously, these chips trigger on hits instead of damage, which in my eyes is dumb but likely designed to entice players to run nerfed weapons.
Tier 3 or 4 will more or less do the job for the other weapons.
So tier 2: TAKE on shredders and shotties, otherwise PASS. Everything else requires 3 or 4. Then pass
A side note. Combining to get the magical inflict status chips is a rare occurance at best. Youâ??ll likely be stuck with the garbage chips designed to piss you off and spend money.
Happy fun ball made a good post on these chips. Read it.
Defense mitigator/ Acid sprayer. These are as useless as the shooter chips. FAIL FAIL FAIL. Even if I were a whale Iâ??d want better stuff than toys for my stupid drone pet.
Battery chip. Uhhâ?¦ sort of necessary on whale drones but otherwise this is about optimizing. So screw that kak.
Control resistor / ant acid. Control resister may have some redeeming value with the effect accumulation reaches 50% chips. But its not gonna stop it from happening. So why bother? Ant acidâ?¦ do you really want to waste power cells on a weapon that is still pretty rare in the game, and even then only block 10% of 30% of the weapons damage. Maybe for the extra paranoid leech pilot. But no thanks. Not even worth considering I suspect. Under normal circumstances its adding 3% damage resistance per tier 3 chip, to a very specific group of weapons.
PASS.
2: the multi purpose drone hangar
Most of the time, you only need 1 or 2 drones. Furthermore most of the drones are pretty specific to a particular bot . as usual pixonic failed in their stated claim, â??adds versatilityâ?? when in reality you will never use a tier 2 suppressor chip with anything other than specific sets of weapons.
That being said, there may be DEGREES of beatdown that you wish to apply. As in, here is my daily wear drone and here is my RIP OFF YOUR HEAD AND ?dookie? DOWN YOUR NECK DRONE.
This is especially important in squad play. Or running 2 hangars etc.
So how do I set this up?
Here is a picture of my drone hangar. On the top, I use 2 gold drones , where I can drop in when facing particularly surly opponents or squadding. At 500/slot I consider this valuable, b/c I can save power cells by not using them all the time.
The bottom 5 are for everyday use. I like to keep my effects to a maximum of 8 per drone, but tailor to your budget. These are simply some standard setups at minimal cost. At 4 pc / drone, you can spend the equivalent to 20pc per game and still drop 5 if you wanted, and the accumulated effect of these drones will exceed the value of one module use. Thatâ??s a pretty good value. But why not jam as much on these as possible? Well for starters, you wont always end up requiring that particular tool, so why pay for something you may not need? By minimalizing your drone capabilities you are unsuring maximum value is achieved for minimum cost.
So think about this: if you really need suppression, does your bot use a shredder or shot gun? If not, maybe you donâ??t need it. Does your standard pub match require the use of 50% extra damage on top of your 3x overdrives? Probably not. Do you need 50% damage resistance to deal with suppression normally? Ehâ?¦ no.
So by partitioning our drone pool , we can have a pretty reliable setup in nearly all situations.
Another thing to consider, while circle chips are nice. They are pretty robot specific. Using more general purpose chips allows for true variety. You have 7 slots and 5 bots. Lots of room for customization on the cheap
3. Drone placement
this hangar can also be optimized. By shifting the expensive drones up top, you avoid accidentally clicking them.
Additional options:
1 drone per bot setup, align drones in same order as bots in hangar. Or in opposite order , so left thumb chooses bot, right thumb hits drone.
If general purpose, maybe stick effect, effect, heal heal, defense, etc.
Any setup will do: just define the type on paper or in your head, and stick to the plan, so you can easily memorize it and make less deployment mistakes as you go.
4. Optimizing your drones:
As stated, not every drone needs to do everything.
Adding freeze to a taser to catch the tail end of a clip with freeze damage is not effective. Adding freeze to a cryo gun or lockdown to a lockdown gun however enhances its usefulness quickly.
In general, when outside of my gold drones, I donâ??t use more than 4-8. A LOT of value can be added to a single effect, for a minimal cost.
If Iâ??m fighting a blitz, I really want to have some anti suppression. If fighting a hawk, I want some counter healing, etc.
But my hawk counter doesnâ??t necessarily need lockdown, especially if hes running magic rogers. Additionally I donâ??t need 50% extra damage to blow away that low health hawk. Heâ??ll be at last stand anyway.
So lets go through the flow chart of a few types of bots:
Blitz. Typically they will suppress you. And run around with 80% damage resistance. Really annoying, but being suppressed means little, since even if your werenâ??t, you couldnâ??t hurt him anyway. Maybe you go with a suppressor chip and a defense chip, or better yet, you simply go for the tier 4 defense chip and just wait out his nonsense zero skill dance. Additionally your chips will do little to nothing to it in return, outside of suppression, because you will not be able to take advantage of it. So the majority of the value in chip selection vs a blitz lies in defense.
A leech on the other hand, is likely going to do a monster amount of damage to you in magic mode, so having a suppressor chip and a defense chip may be more applicable.
Hawk: shoots you while pretending he gots skills with his big jizz cannon. K. really not much you can do here but wait for him to land. Unless you are running a lancelot with corrosion in the normal case tho, it ignores resistance and does a collosal amount of damage. 2x tier 2 heal chips can go a long way mitigating his damage. Certainly long enough to get out of harms way tho. Just skip on the rest.
Ravana. Status chips such as lockdown and suppression are great. Every time he phase shifts, he is resetting his counters. Meaning you can re suppress him again. In this case, having status chips is amazing. Other chips not so much
5. Bonus: the whale drone section.
Since we are gonna reserve two slots for whale drones, lets talk about abuse.
While I do not profess to be a whale drone master, some obvious optimizations come to mind.
Donâ??t waste energy on buffing your drone. If you want a pet, play everquest. Itâ??s a waste of valuable space. Or precious circles for batteries.
Wrecking the ?high sensory zone?z, or exploiting nightingales.
Enemy nightingales who arenâ??t paying attention to you can be a great source of abuse, when combining with defense (square) and counter chips (triangles). Getting in a tough situation? Quantum Radar, tap that nightingale till he shoots you. Hey thanks for all that defense bonus. 5 seconds later, you get your extra whaley getting over your suppression hangover bonus and you proceed to murder-hobo with 3x overdrives and your hangover bonus. Even leeches will feel the hurt, especially if their disco powers are coming to an end. Combining with a heal chip, can yield some literally death-defying results. ?high sensory zone?z are especially vulnerable to this tactic, as they only possess 80% resistance. And in many cases can be brought down by sheer weight of your onslaught.
Alternatively, you could go plain jane vanilla and make the Cerberus wish he was you. Combine circles with triangles.
Or you could be a death marking power cell junkie. Using with triangles can be abusive to say the least.
There are several other possibilities here. Mostly centered around triangle counter play. Triangles mostly belong in your whale drones b/c they require lots of powercells to properly abuse.
Thatâ??s all! Hope it helps!
This guide is intended for champion level play , and for those who desire to run drones without burning excess powercells. If you donâ??t fit this category, then this guide may not apply to you.
Purpose:
Power cells are depleted fast if you arenâ??t buying them all the time. Considering drones can easily cost upwards of 40pc to deploy, maxing them out isnâ??t always the wisest decision. In this regard, optimizing maximum performance for minimum cost can come into play. A properly kitted drone can be more cost effective than running its equivalent active module
An example of this is the healing line of chips. These chips are more cost effective than using the heal button. In some cases, they can be repeatedly triggered to further lower their cost.
This guide provides commentary on chips and illustrates drone hangar setup, placement and suggesstions on use.
1. The types of chips:
Shooter chips.
Mileage may vary, however the machine gun chip next to worthless. At tier 3, there are better things to spend 6 power cells on. The damage is almost meaningless.
Tier 4 chips may offer slightly better performance, but at tier 3, you are wasting your pc/gold stash questionable gain. These chips rarely change the tide of battle, and serve only to puff up your damage score a bit at the end of the game.
So, pass.
war-robots-forum.freeforums.net/thread/42621/spend-money-trying-shooting-drone
Diamond chips:
Healing chips in general are a strong play. They come in two main varieties, heal x health, or heal y% health. In all other ways they are the same.
Choosing heal x or y% is important. If you are using a high health bot, you might choose the y%. for lower health bots you most certainly donâ??t want to percentage heal chips
So a regular healing module. Heals 5% for 5 seconds, or 25% (less, b/c the amount of healing to be done each time consecutively goes down, as does your maximum health if your getting shot)
There are a number of trigger conditions
1: crashing xyz chip.
Loose 100k in 3 seconds get x health. Any heavy bot brawling will trigger this. Itâ??s a pretty solid score against titans too. I prefer the heal 30k straight up as opposed to 15% (tier 2). Its reliable, and either way is 2/3 of that healing. 15% of a 200k healable bot is 30k. but realistically its probably closer to 100k (the amount to trigger it), especially if it the first hits. In this case its 15k. so in general I prefer the flat amount instead of a percentage. You cant take too many 100k hits to make this pay off. But at 30k for 4pc and 50k for tier 3. Itâ??s a solid gimmie.
Any bot with 300k health or more makes good use of this. Another use is it significantly reduces the hawk pay to win button. A couple tier 3 chips can flat out nullify it if you have the slightest ability to dodge.
Good, take it.
2: recurrent in trouble: take 70k over 5 seconds
This is pretty much the same setup as above, with a larger window range. The reason I prefer the crashing chip is because it pays bigger and in champion league 100k hits fast. Also I want to trigger as fast as possible so the cooldown triggers again. They are more useful for bots that do trickle damage against you. But if you have tier 4 mechanic, your pretty much repairing a third of that in the same time period. Still a solid choice.
Mileage may vary. But not a bad deal.
3: reconstructive emergency: health falls under 30%
Sort of a poor mans last stand. Being that they probably only trigger once, and the amount isnâ??t all that great, I usually pass on these. If I want to cheat death at low health, Iâ??d rather use a last stand which will prevent my guns from blowing off. Having a bot get his weapons popped and then being slightly healed doesnâ??t make me want to run that bot. low re use value as well (you generally donâ??t straddle 30% for very long), makes me say pass.
4: recurrent reconstructive: 40k healed over 5 secounds.
This chip is straight up bent on Tyrs, weylands and menders. 10% is easy to calculate, 40% of a regular healing module for 20% of the cost of it.
Why is it bent? Well a tyr heal pulse at tier 4 nearly repairs 40k. with mechanic, kaboom. Its done. It will trigger another â??pulseâ??. Weyland takes longer b/c it doesnâ??t have a heal pulse. But with tier4 mechanic, again, it will trigger.
Mender? Enjoy another pulse.
These stack up and are no brainers. There is no reason to not run these, if you are already running a heal module, and plenty of remaining reasons such as you want to run something besides healing.
If you are running advanced healing, then these are an even better deal in comparison.
Healer bots employing these are almost always at the maximum repairable health level at all times.
Using an active module will obviously also trigger these and super charge your healing.
THESE ARE THE STONE COLD NUTS.
5: phasing. (use phase shift)
I donâ??t use phase shift, but if I did Iâ??d probably run these for a small hit. The benefit and drawback of this module is the obvious â??have to use power cellsâ??
Squares (defensive)
These can be EXTREMELY powerful, depending on your bot. in general the â??when reaches 50%â?? are not nearly as good as â??when this condition is appliedâ?? although some players may find the 50% chips a better fit, I do not, simply because they have cooldowns and doesnâ??t last through the effect. In practice however they both do the same exact thing.
Impaired/inhibited defender: these provide a defense bonus while suppressed/ locked down. Considering you will likely be permanently suppressed by ?high sensory zone?z trolls non stop, these seem a no brainer. Tier 3 anti suppression chip provides 45 defense points, which is a colossal advantage when being suppressed.
Debilitating/artic Defender: same as above, the amount of defense isnâ??t as high. In the case of artic however, your going to be taking additional damage, so this isnâ??t a bad choice.
ALL SOLID CHOICES, and tier 3 extremely powerful. ESPECIALLY WITH THE COUNTER STATUS CHIPS IN TRIANGLE SECTION.
Recurrent Emergency/forwarning: 30%/50% health gives you a defense boost. Its small, and your already mostly dead. It will likely trigger once only and for a short while at at that.
This is a hard pass for me.
Modulative (moneylative) / revitalizing
If youâ??re a module spammer, may get value. If your not , just wasting. Bonus is small and probably not mor than a couple times per use.
If you like to make it rain maybe you can get some use out of this. Otherwise Iâ??d pass
Triangles, aka counter play chips
These things are not especially useful at tier 2. Tier 3 and 4 are a different story. Ever wonder ?whiskey tango foxtrot? just happenedâ?? sometimes? Odds are a whale did a drive by with these modules. In general Iâ??d say these are straight up whale mods, more so than the vaunted circle chips.
Resurgent/inhibited and unimpended/inciting/thermic intensifier chips. They all trigger at the same time, and they do the same thing: buff your damage to absurd levels.
I wouldnâ??t run this on my optimized drones. But Iâ??d sure has hell run them on my top shelf drones. Combining with the anti suppression/lockdown / freeze chips makes for INSANE counter abuse.
Budget drone: PASS. Whale drone: I MUST HAVE THE PRECIOUS.
Raging/struggling : these trigger at inopportune moments and only once. Not my cup of tea.
PASS.
Modulative(moneylative) / revitalizing: if you are making it rain, go for it. It also allows you to control specifically when to get the benefit. However since I am suppressed nonstop, I get several uses out of the counter status effect chips already.
So I would say hard pass if you are tight wad like I am, but if power cell consumption is not a concern of yours, much better
Circle chips. Or the holy of holies.
war-robots-forum.freeforums.net/thread/42352/comparison-tier-2-3-chips
Being able to apply suppression/freeze/lockdown on demand is pretty potent. And since they effectively become available right away at tier 2, they can be cheap and effective. Unfortunately there is a lot of junk in this category. This is by design. So pixonic can bait you into spending money. You heard me right. Pixonic is deliberately screwing with you b/c they run a pseudo casino ante game instead of an actual skill based game. And they are exploiting your desire for circle drones and your desire for magical (dare I say mythical) tier 3 / 4 status chips
Lockdown/suppress/freeze chips: obviously good. But at tier2, only on a select subset of weapons. Namely shredders and shotguns. Partially effective on 4 weapon setups and scourges.
If you are using shredders, you can literally suppress the entire team with the use of 4 powercells. If your using nucleons / atomizer etc. they will be dead by the time you get the effect to land.
Curiously, these chips trigger on hits instead of damage, which in my eyes is dumb but likely designed to entice players to run nerfed weapons.
Tier 3 or 4 will more or less do the job for the other weapons.
So tier 2: TAKE on shredders and shotties, otherwise PASS. Everything else requires 3 or 4. Then pass
A side note. Combining to get the magical inflict status chips is a rare occurance at best. Youâ??ll likely be stuck with the garbage chips designed to piss you off and spend money.
Happy fun ball made a good post on these chips. Read it.
Defense mitigator/ Acid sprayer. These are as useless as the shooter chips. FAIL FAIL FAIL. Even if I were a whale Iâ??d want better stuff than toys for my stupid drone pet.
Battery chip. Uhhâ?¦ sort of necessary on whale drones but otherwise this is about optimizing. So screw that kak.
Control resistor / ant acid. Control resister may have some redeeming value with the effect accumulation reaches 50% chips. But its not gonna stop it from happening. So why bother? Ant acidâ?¦ do you really want to waste power cells on a weapon that is still pretty rare in the game, and even then only block 10% of 30% of the weapons damage. Maybe for the extra paranoid leech pilot. But no thanks. Not even worth considering I suspect. Under normal circumstances its adding 3% damage resistance per tier 3 chip, to a very specific group of weapons.
PASS.
2: the multi purpose drone hangar
Most of the time, you only need 1 or 2 drones. Furthermore most of the drones are pretty specific to a particular bot . as usual pixonic failed in their stated claim, â??adds versatilityâ?? when in reality you will never use a tier 2 suppressor chip with anything other than specific sets of weapons.
That being said, there may be DEGREES of beatdown that you wish to apply. As in, here is my daily wear drone and here is my RIP OFF YOUR HEAD AND ?dookie? DOWN YOUR NECK DRONE.
This is especially important in squad play. Or running 2 hangars etc.
So how do I set this up?
Here is a picture of my drone hangar. On the top, I use 2 gold drones , where I can drop in when facing particularly surly opponents or squadding. At 500/slot I consider this valuable, b/c I can save power cells by not using them all the time.
The bottom 5 are for everyday use. I like to keep my effects to a maximum of 8 per drone, but tailor to your budget. These are simply some standard setups at minimal cost. At 4 pc / drone, you can spend the equivalent to 20pc per game and still drop 5 if you wanted, and the accumulated effect of these drones will exceed the value of one module use. Thatâ??s a pretty good value. But why not jam as much on these as possible? Well for starters, you wont always end up requiring that particular tool, so why pay for something you may not need? By minimalizing your drone capabilities you are unsuring maximum value is achieved for minimum cost.
So think about this: if you really need suppression, does your bot use a shredder or shot gun? If not, maybe you donâ??t need it. Does your standard pub match require the use of 50% extra damage on top of your 3x overdrives? Probably not. Do you need 50% damage resistance to deal with suppression normally? Ehâ?¦ no.
So by partitioning our drone pool , we can have a pretty reliable setup in nearly all situations.
Another thing to consider, while circle chips are nice. They are pretty robot specific. Using more general purpose chips allows for true variety. You have 7 slots and 5 bots. Lots of room for customization on the cheap
3. Drone placement
this hangar can also be optimized. By shifting the expensive drones up top, you avoid accidentally clicking them.
Additional options:
1 drone per bot setup, align drones in same order as bots in hangar. Or in opposite order , so left thumb chooses bot, right thumb hits drone.
If general purpose, maybe stick effect, effect, heal heal, defense, etc.
Any setup will do: just define the type on paper or in your head, and stick to the plan, so you can easily memorize it and make less deployment mistakes as you go.
4. Optimizing your drones:
As stated, not every drone needs to do everything.
Adding freeze to a taser to catch the tail end of a clip with freeze damage is not effective. Adding freeze to a cryo gun or lockdown to a lockdown gun however enhances its usefulness quickly.
In general, when outside of my gold drones, I donâ??t use more than 4-8. A LOT of value can be added to a single effect, for a minimal cost.
If Iâ??m fighting a blitz, I really want to have some anti suppression. If fighting a hawk, I want some counter healing, etc.
But my hawk counter doesnâ??t necessarily need lockdown, especially if hes running magic rogers. Additionally I donâ??t need 50% extra damage to blow away that low health hawk. Heâ??ll be at last stand anyway.
So lets go through the flow chart of a few types of bots:
Blitz. Typically they will suppress you. And run around with 80% damage resistance. Really annoying, but being suppressed means little, since even if your werenâ??t, you couldnâ??t hurt him anyway. Maybe you go with a suppressor chip and a defense chip, or better yet, you simply go for the tier 4 defense chip and just wait out his nonsense zero skill dance. Additionally your chips will do little to nothing to it in return, outside of suppression, because you will not be able to take advantage of it. So the majority of the value in chip selection vs a blitz lies in defense.
A leech on the other hand, is likely going to do a monster amount of damage to you in magic mode, so having a suppressor chip and a defense chip may be more applicable.
Hawk: shoots you while pretending he gots skills with his big jizz cannon. K. really not much you can do here but wait for him to land. Unless you are running a lancelot with corrosion in the normal case tho, it ignores resistance and does a collosal amount of damage. 2x tier 2 heal chips can go a long way mitigating his damage. Certainly long enough to get out of harms way tho. Just skip on the rest.
Ravana. Status chips such as lockdown and suppression are great. Every time he phase shifts, he is resetting his counters. Meaning you can re suppress him again. In this case, having status chips is amazing. Other chips not so much
5. Bonus: the whale drone section.
Since we are gonna reserve two slots for whale drones, lets talk about abuse.
While I do not profess to be a whale drone master, some obvious optimizations come to mind.
Donâ??t waste energy on buffing your drone. If you want a pet, play everquest. Itâ??s a waste of valuable space. Or precious circles for batteries.
Wrecking the ?high sensory zone?z, or exploiting nightingales.
Enemy nightingales who arenâ??t paying attention to you can be a great source of abuse, when combining with defense (square) and counter chips (triangles). Getting in a tough situation? Quantum Radar, tap that nightingale till he shoots you. Hey thanks for all that defense bonus. 5 seconds later, you get your extra whaley getting over your suppression hangover bonus and you proceed to murder-hobo with 3x overdrives and your hangover bonus. Even leeches will feel the hurt, especially if their disco powers are coming to an end. Combining with a heal chip, can yield some literally death-defying results. ?high sensory zone?z are especially vulnerable to this tactic, as they only possess 80% resistance. And in many cases can be brought down by sheer weight of your onslaught.
Alternatively, you could go plain jane vanilla and make the Cerberus wish he was you. Combine circles with triangles.
Or you could be a death marking power cell junkie. Using with triangles can be abusive to say the least.
There are several other possibilities here. Mostly centered around triangle counter play. Triangles mostly belong in your whale drones b/c they require lots of powercells to properly abuse.
Thatâ??s all! Hope it helps!