|
Post by Poopface on Nov 21, 2020 8:08:37 GMT -5
I’m a day or so away from completing my first Strider. It’s going to be used for CQC. What would you all recommend for first/best options as well as the starter/newbie grouping?
Also, active modules? I could see arguments being made for healing, DM, anticontrol, and PS.
Please provide rationale.
Thanks for all help you all can provide.
|
|
|
Post by Rollo Tomasi on Nov 21, 2020 8:47:15 GMT -5
I’m a day or so away from completing my first Strider. It’s going to be used for CQC. What would you all recommend for first/best options as well as the starter/newbie grouping? Also, active modules? I could see arguments being made for healing, DM, anticontrol, and PS. Please provide rationale. Thanks for all help you all can provide. Eye see you will soon have a Strider. Good...good, let the Suckerpunch flow through you.
|
|
|
Post by Rollo Tomasi on Nov 21, 2020 8:48:55 GMT -5
I’m running a lvl 1 AC, maxed Battle Born and Jump module on mine. It’s in a fun hanger and no Last Stand available. Healing is probably more useful. Edit - Oh, “add rationale” OK - AC and Battle Born (my only one and not useful enough to for main hanger) help me get to that first beacon. I haven’t had the Jump on there long enough to have an opinion, but good for giggles. Paging BB , Mr. Breakfast to the nearest Suckerpunch Courtesy Phone please.
|
|
|
Post by vonpaulus on Nov 21, 2020 8:56:35 GMT -5
Until you get mechanic pilot skill I’d keep it with healing. The little fella is squishy and people will puck on him if they get the chance.
Once you have gotten skilled with it and have a decently leveled pilot you can look at using some other active modules. NB the repair modules are still useful with any Strider. Jump for mobility. It is possible to do super jumps with dash and jump but your timing has to be perfect to pull it off. Lock Down Ammo to maximize your mobility advantage offensively and to help you escape people chasing you down defensively. Phase Shift for defense. Death Mark if you are using Glacier/Rime. will really help you hit hard. Shield Breaker and Auantum radar. Could be useful , but the Strider’s firepower is relatively low so I think you have better options to use them on.
As for Passive modules Anti-Control isn’t as useful as with some other bots. Your primary defense is avoiding being hit not surviving the hit. You’re a small fast moving target so unless someone uses LD ammo you generally can avoid being locked down. Maybe it’s something you can do if you’re putting 2 high level ones on. Armor Kits/Heavy Armor Kits. Always useful since avoiding being squished is a high priority. Nuclear/Thermonuclear reactors. Not so useful since your firepower isn’t that overwhelming. Overdrive. Avoid. Striders have a habit of going down fast once a red gets a good grip on them. Cloaking Unit. Very useful when paired with Phase Shift. My number 1 defensive kit out for Striders (and Raykers) Last Stand. Me no likee. Your HP pool is so small that hen you come out you will die as soon as someone sneezes in your general direction. Once you’re that badly hurt in a Strider you’re best off getting into a new bot. I prefer the Cloaking Unit because it saves damage when your HP pool is still good. Battle Born. Kind of goes against the whole sneak and skulk nature of the Strider. However with the right Pilot skills and drone chips it potentially gives you more damage resistance for longer. I think you would have to plan out pilot skills and drone chips quite carefully, but it has the potential to work well. Do not take my word for it, I haven’t planned it out in detail. Fortifiers. Only useful if you plan to use Ancile/ECU beacon runner Strider.
|
|
|
Post by Poopface on Nov 21, 2020 9:45:02 GMT -5
The plan — at least initially— is to go Glacier/Blaze. I know targeting is less than ideal, but I figure I’ll be close enough that it shouldn’t matter much. I also don’t have Rimes or an Ember and my Halos are in use on my Loki.
|
|
|
Post by Adazahi on Nov 21, 2020 9:56:33 GMT -5
I think by far the best setup for it would be sound blasters... if you had any lol. Theyre def gonna be hard to come by for a bit.
|
|
|
Post by vonpaulus on Nov 21, 2020 10:11:12 GMT -5
This my set up for weapons. / I am very happy with it. I get into sustained dances using dash to reposition myself and avoid red shooting whilst keeping up a constant fire. Does decent burst damage at range. I can find some hidey holes where I can wedge myself in and keep up a constant fire while return fire splashes onto cover. Will take down a Loki. Back dashing as Scorpions arrive and being able to clobber it. It may not be the best at any one thing (eg DPS, range, damage mitigation, lock on etc.) but it has no weaknesses and allows for flexible game play. If I was going to vary it, I would go Nucleon/Spark or Calamity/Quarker. The taser family for added oomph up close, but I wouldn’t go 100% Taser because of lock on issues.
|
|
|
Post by Poopface on Nov 21, 2020 10:12:53 GMT -5
I think by far the best setup for it would be sound blasters... if you had any lol. Theyre def gonna be hard to come by for a bit. I keep signing up for the giveaways. I’m batting 0-fer, unfortunately.
|
|
|
Post by Poopface on Nov 21, 2020 10:20:34 GMT -5
This my set up for weapons. / I am very happy with it. I get into sustained dances using dash to reposition myself and avoid red shooting whilst keeping up a constant fire. Does decent burst damage at range. I can find some hidey holes where I can wedge myself in and keep up a constant fire while return fire splashes onto cover. Will take down a Loki. Back dashing as Scorpions arrive and being able to clobber it. It may not be the best at any one thing (eg DPS, range, damage mitigation, lock on etc.) but it has no weaknesses and allows for flexible game play. Are those Gekkos in the light slots?
|
|
|
Post by 乃ㄥ卂乙 on Nov 21, 2020 11:04:48 GMT -5
Glory-Halos with suppression chip do good. Great for hit and run, you can really cripple the target and leave it defenseless in those few seconds, if not finish it. It is important to learn when to abort the attack. Glory-Halos lock down rate is really high, so that will give you time to get the 「fluffernutter」 out of tight spots.
I also pack anti control, because Strider is really really fragile and you don't want to be locked down in the open, it's mobility is it's only defense. I would also recommend Phase shift for same reason. I think last stand would be a great addition, but I don't have any of those.
I had greatest success with the Strider as my second or third drop, when all the beacons are occupied, then I try to get behind the reds, surprise them, make them break their forward push. This usually helps your team to advance faster and grab contested area.
My pilot skills are mechanic, armor expert and third one is repair when cap, but first two are essential imo.
My second best weapon choice is Glacier-Rimes. This is a good setup if you're learning the way of the Strider. Because you can get even shorter exposure and operate from bigger distances with these guns when compared to stopieshoties, but it's a different kind of tactic imo, it's more of a hang with your teammates kind of thing. Suppression chip also works great with cryogenic rockets.
It's a crazy fun thing that Strider, I hope you'll like it enough to stick with it. Then it will maybe become irreplaceable to you, just like it did to me, I just want to lick it and touch it's exposed parts...
|
|
|
Post by Poopface on Nov 21, 2020 11:48:18 GMT -5
I have an anticontrol module and 1 or 2 last stands. Unfortunately none are leveled due to the silver cost. Now that I’ve been getting the $1 Premium I may finally be able to level those some.
figure that due to fragility, getting in and out of combat quickly is key. That’s why I went with the Glacier. I had the Blazes and those just seem to be the gift that will keep on giving.
Going with a latter drop and wreaking havoc makes sense. That’s sort of what I try to use my Loki for (albeit via beacon capture). I look forward to trying out the Strider.
|
|
|
Post by striderguy on Nov 21, 2020 11:50:32 GMT -5
I run my strider for max damage. Two over drives with ice rockets, use cover, play splash. I had nuke reactors on it before I got the overdrives. It by far the most fun bot in the game but also most difficult to pilot. Reds see it as an easy kill, but we you take them out you can just feel the frustration lol.
I find the increased damage and defence points after you cap a beacon to be very useful pilots skills as well
|
|
|
Post by hi5 on Nov 21, 2020 13:33:28 GMT -5
I’d say I run a budget strider with a few champagne flairs: 1.9 bot with lv 40 pilot, max Last Stand, lv 1 AC, LD ammo mod, 2.12 ember and 1.11 rimes. Pilot skills are RH, Mechanic, invulnerable raider, and raider mechanic. Been my first drop for a long, long time. Freeze and flame combo is good, great with LD ammo because of the wide spray (tip of the hat to BB for that). You havnt lived until you lock a mass of reds in route to a beacon. pisses everyone off. Locking meta bots from ares, then leech, now hawks - then dashing round a corner until their ability ends is just delicious. Sneaking behind lines, starting to turn a beacon and locking reds just outside the circle only to dance around their fire, *chef’s kiss.
|
|
|
Post by ѻﻭɼﻉ on Nov 21, 2020 14:06:04 GMT -5
Anti Control will actually be important for Strider when Typhon is released.
In the meantime, if you use other mods besides AC, Control Resistor microchip is a helpful alternative to effect accumulations. It should be noted that this microchip does not stop suppression or lockdown blasts from built-in weapons or lock down ammo, because those are not effect accumulations, but guaranteed effects unless AC is used
|
|
|
Post by BB on Nov 21, 2020 15:48:40 GMT -5
First, as a long time Strider Licker, I have to say â「whiskey tango foxtrot」 took you so long?â ð Second, I suck at rationale.
I donât get fancy with active mods on Striders, just basic Heavy Armor Kit and Thermos for me. I use LD on all of my bots now because ...Im just a 「illegitimate child」 is all. I consider myself a CQC specialist when SuckerPunch is fully engaged. LD is perfect for rockets because you can be all sloppy and still piss off multiple reds. Beating your rushing opponents to a beacon and freezing their 「multiple dookie delivery chute」 while it turns blue is something Ive done a thousand times now, valuable skill to develop IMO. Itâs both evil AND good for the soul.
Pilot skills...all 5 of my boys have the 4 base RAMM RH, Armor, Mech, Master Gunsmith +5% tyvm
Unsolicited advice: if you want to get smooth with Strider, put some practice time in on the uneven terrain maps in custom match mode so you can learn where the ugly bumps and the good launches are. It takes time to master, so be patient.
|
|
|
Post by Poopface on Nov 21, 2020 19:01:46 GMT -5
as a long time Strider Licker, I have to say 「whiskey tango foxtrot」 took you so long? I really don't know.
I've made up for lost time, though, I think?
|
|
|
Post by vonpaulus on Nov 21, 2020 19:02:47 GMT -5
This my set up for weapons. / I am very happy with it. I get into sustained dances using dash to reposition myself and avoid red shooting whilst keeping up a constant fire. Does decent burst damage at range. I can find some hidey holes where I can wedge myself in and keep up a constant fire while return fire splashes onto cover. Will take down a Loki. Back dashing as Scorpions arrive and being able to clobber it. It may not be the best at any one thing (eg DPS, range, damage mitigation, lock on etc.) but it has no weaknesses and allows for flexible game play. Are those Gekkos in the light slots? Quarkers, the light EMG Although Geckos + Flux + LD ammo would be a great early game trollbot, especially on the open maps. With Basil and Master Gunsmith you might even do some damage.
|
|
|
Post by l》THE MACHINE《l on Nov 22, 2020 0:58:12 GMT -5
I’m a day or so away from completing my first Strider. It’s going to be used for CQC. What would you all recommend for first/best options as well as the starter/newbie grouping? Also, active modules? I could see arguments being made for healing, DM, anticontrol, and PS. Please provide rationale. Thanks for all help you all can provide. DM and Lockdown Ammo are decent but strider is best used with stuff to help the low hp pool and they are very build specific. Healing is probably your best bet as you won't need to use PS due to the sheer amount of damage avoiding you can already do. Something else to mention is that you don't want your playstyle to warp around PS because you aren't good at the dashes yet. Jump can also work if you want because it can help you dodge better, although I would hold off until later as that will add an entire new level of play for you to learn on top of the already large learning curve. There is also Quantum Radar and SB which depend on the build a bit... Quantum Radar is great if you have stuff that can't hit stealthed bots easy (shotties and rockets are good at it but most other builds have problems) while SB is kinda useless on strider. If you are keeping at a distance then you CAN use it but if you are ever in close you can simply dash up inside their shield letting you use something else. Onto the passive modules, I recommend HP boosting choices and AC. If you can Last Stand is a good route although I would focus more on the AC (both getting and upgrading) as getting locked/frozen will get you killed a lot. Last Stand can be ignored for health if you don't want to spend the gold. Pilot skills are very build reliant but mechanic, roadhog, and armour master are all extremely important. Based on your build Quantum Radar, Lockdown Ammo and DM are decent choices, skip the PS and SB for sure.
|
|