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Post by Adazahi on Oct 22, 2021 13:43:18 GMT -5
Just started, already kind of envisioned the bots I’d like in my hangar. I’m looking at that robot “redox”
when I unlock it from the progress path, is it very hard to buy, or is it cheap? Is this game as hard to obtain new items as War Robots?
Big newbie moment, but I’m really having fun with this game and want to know more about later level bots so I don’t make newbie mistakes and waste resources.
Thanks!
edit: one other big question I had: are the “common/uncommon” robots any good in later leagues, or is it like war robots where using them would be like pulling up with a Natasha in champion league?
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Post by S1E1 on Oct 22, 2021 14:40:58 GMT -5
Redox isn't cheap. It costs 8000 A-Coins once you unlock it. It starts at level 5.1 so you don't have to level it that much but as far as I can tell there are only two weapons that work well on it (I don't have one but only see them run these two ways). The first is Rocket Mortar 12s which is the placeholder until you can max it and put dual Railgun 16s on it. At that point it can be a real PITA in some of the close-in maps like Acropolis, where it can kill enemies through the walls with its ability. But it seems pretty limited to those. Basically the problem are that it is slow and fragile.
IMO there are four bots that are the essential ones for tournament: Panther, Killshot, Zephyr, and Guardian. I think everyone probably agrees on the first two. There might be a little less of a consensus on Zephyr and Guardian (and Redox does fill similar niches as these two) but they are pretty popular. Zephyr is great for mid-game on close-in maps with dual Missile Rack 8s and in later game with double ArcTorrent 10s. At the very top level it might be Redox 2xRG16 is better but Zeph will still be real useful. Guardian is better in the sniper/brawler role and a useful counter to Panthers. The main thing is that is the other mech where you can pretty cheaply get it up high enough to effectively run a Railgun 16. Getting two Railgun 16s asap is probably the best single thing you can do for your hangar, but it will take a lot longer after that to max your Panther/Guardian/Redox so that it can run both of them. Until then you'll want two bots that effectively run one each (great combos are RG16+MR8 and RG16+LA10).
It is worth noting that you'll rarely need to drop more than three bots in a tournament match. I am recommending four mechs for covering the various maps (close quarters to long distance).
As for the fifth mech, that seems like more the optional slot in terms of personal preference. I think folks are also still trying to figure what to run after some recent buffs. I am mainly going with Ares which seems like a pretty popular choice. I found it pretty handy early in and in mid-game too as I was climbing the ranks. And it is cheap. Shadow seems like it is becoming more popular with top tier players, although it might be more that folks waited to upgrade theirs until they already had super strong hangars and were raking in the A-Coins. Juggernaught has some enthusiasts though it is a less popular option, less so than Redox. There are some skilled players who run MDs but are ones who really mostly run team matches. Cheetah might make the list too now that it just got buffed, but I have a feeling it will be less useful than Ares/Shadow/Redox
Anyway, just my quick analysis. Others might disagree and certainly will have more to add. I don't think Redox is that high on the list but I'd be curious to see what the folks who invested in it say. A dedicated Rocket Mortar 12 bot is pretty useful on several tournament maps - there are clearly folks who kept investing in theirs until they finally maxed it but that might be more the spenders.
EDIT: Forgot to answer your second question. This game is NOT like War Robots where good bots early on stop being useful later game. Paragon, Lancer, and Surge however seem less useful for Tournament than CPC (I am actually investing in my Paragon for Tournament but it is my low cost RM12 bot that I mainly like for CPC). The problem is more that the energy levels and limitations on how many weapons you have make bots more and less useful as you climb the ranks. So for instance, my Zephyr was great mid-game when I could put 2xMR8s on it and it had enough health to last against similarly matched competitors. But then as I upgraded my Panther and other bots, it became too weak against the hangars I was facing. Also I needed the MR8s on my stronger bots. Now I just finally got it up to 5.1 and can put dual Arc10s in it and it is an unholy terror once again. So that's the rub - mechs will wax and wane in strength depending on the terrain, their rank, and what the available weapon loadouts are. That's why I recommend those four bots as the one that are most consistently useful, or in the case of Zephyr, just too useful in close-in maps not to invest in. But you have options you can play around with. They might be more frustrating for longer periods in the climb up the ranks, but ultimately when maxed they will hold their own.
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Post by Munki on Oct 22, 2021 15:35:17 GMT -5
Just started, already kind of envisioned the bots I’d like in my hangar. I’m looking at that robot “redox” when I unlock it from the progress path, is it very hard to buy, or is it cheap? Is this game as hard to obtain new items as War Robots? Big newbie moment, but I’m really having fun with this game and want to know more about later level bots so I don’t make newbie mistakes and waste resources. Thanks! edit: one other big question I had: are the “common/uncommon” robots any good in later leagues, or is it like war robots where using them would be like pulling up with a Natasha in champion league? Adazahi, first welcome to Mech Arena. Please read the stickied threads on this board for a lot of FAQ answers. If taken to end-game high level, 6 stars, all the mechs will cost about the same. The later ones like the Redox appear to cost a lot but start with 5 stars. The stars are for rank and raising the rank cost A-coins. You also need to get a certain amount of blueprints and credits to raise the levels, so once you got say a Paragon to rank 6 (6stars) it would be similar in total cost to the Redox. The thinking is you will get that mech unlocked later so you would not want to be all the way down at rank 1 and have a useless mech! This is not WAR ROBOTS! There has been very little balancing of mech abilities once released and this game overall is balanced with no OP setups dominating the battlefields. I hope you find this game worth your time.
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Post by reconnecting on Oct 22, 2021 15:46:20 GMT -5
Get Panther as soon as you can. I started him out with RPG6s. Then Missile racks. Some prefer Long Arms for sniping. Killshot is another must have, I like burst weapons like rpgs or missile racks. Pulse cannons otherwise. Ares is very good as a tank. Welcome and good hunting. 😃
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Post by Adazahi on Oct 22, 2021 16:13:28 GMT -5
Redox isn't cheap. It costs 8000 A-Coins once you unlock it. It starts at level 5.1 so you don't have to level it that much but as far as I can tell there are only two weapons that work well on it (I don't have one but only see them run these two ways). The first is Rocket Mortar 12s which is the placeholder until you can max it and put dual Railgun 16s on it. At that point it can be a real PITA in some of the close-in maps like Acropolis, where it can kill enemies through the walls with its ability. But it seems pretty limited to those. Basically the problem are that it is slow and fragile. IMO there are four bots that are the essential ones for tournament: Panther, Killshot, Zephyr, and Guardian. I think everyone probably agrees on the first two. There might be a little less of a consensus on Zephyr and Guardian (and Redox does fill similar niches as these two) but they are pretty popular. Zephyr is great for mid-game on close-in maps with dual Missile Rack 8s and in later game with double ArcTorrent 10s. At the very top level it might be Redox 2xRG16 is better but Zeph will still be real useful. Guardian is better in the sniper/brawler role and a useful counter to Panthers. The main thing is that is the other mech where you can pretty cheaply get it up high enough to effectively run a Railgun 16. Getting two Railgun 16s asap is probably the best single thing you can do for your hangar, but it will take a lot longer after that to max your Panther/Guardian/Redox so that it can run both of them. Until then you'll want two bots that effectively run one each (great combos are RG16+MR8 and RG16+LA10). It is worth noting that you'll rarely need to drop more than three bots in a tournament match. I am recommending four mechs for covering the various maps (close quarters to long distance). As for the fifth mech, that seems like more the optional slot in terms of personal preference. I think folks are also still trying to figure what to run after some recent buffs. I am mainly going with Ares which seems like a pretty popular choice. I found it pretty handy early in and in mid-game too as I was climbing the ranks. And it is cheap. Shadow seems like it is becoming more popular with top tier players, although it might be more that folks waited to upgrade theirs until they already had super strong hangars and were raking in the A-Coins. Juggernaught has some enthusiasts though it is a less popular option, less so than Redox. There are some skilled players who run MDs but are ones who really mostly run team matches. Cheetah might make the list too now that it just got buffed, but I have a feeling it will be less useful than Ares/Shadow/Redox Anyway, just my quick analysis. Others might disagree and certainly will have more to add. I don't think Redox is that high on the list but I'd be curious to see what the folks who invested in it say. A dedicated Rocket Mortar 12 bot is pretty useful on several tournament maps - there are clearly folks who kept investing in theirs until they finally maxed it but that might be more the spenders. EDIT: Forgot to answer your second question. This game is NOT like War Robots where good bots early on stop being useful later game. Paragon, Lancer, and Surge however seem less useful for Tournament than CPC (I am actually investing in my Paragon for Tournament but it is my low cost RM12 bot that I mainly like for CPC). The problem is more that the energy levels and limitations on how many weapons you have make bots more and less useful as you climb the ranks. So for instance, my Zephyr was great mid-game when I could put 2xMR8s on it and it had enough health to last against similarly matched competitors. But then as I upgraded my Panther and other bots, it became too weak against the hangars I was facing. Also I needed the MR8s on my stronger bots. Now I just finally got it up to 5.1 and can put dual Arc10s in it and it is an unholy terror once again. So that's the rub - mechs will wax and wane in strength depending on the terrain, their rank, and what the available weapon loadouts are. That's why I recommend those four bots as the one that are most consistently useful, or in the case of Zephyr, just too useful in close-in maps not to invest in. But you have options you can play around with. They might be more frustrating for longer periods in the climb up the ranks, but ultimately when maxed they will hold their own. Thanks for all the info, whew, 8000 a-coins is gonna be a grind and a half though! Anyway, I don’t plan on playing this super competitively at all, I just want to have some fun, and most of my fun comes from making a fun hangar with some sort of theme - if I’m being honest, my interest right now is building a hangar with robots of all different types of movement, so the robot with the wheel, a normal walking robot PARAGON, a floating robot MD, a crawling robot (I’ll be getting arachnos from the derby at 12 am tonight, super excited, been grinding for it for a little, even though I hear it’s meh) and redox has some weird sort of rocket-thruster legs Anyway, what do you think of that hangar, and is 8000 a coins that hard to get?
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Post by punishingcossack on Oct 22, 2021 16:43:40 GMT -5
Redox isn't cheap. It costs 8000 A-Coins once you unlock it. It starts at level 5.1 so you don't have to level it that much but as far as I can tell there are only two weapons that work well on it (I don't have one but only see them run these two ways). The first is Rocket Mortar 12s which is the placeholder until you can max it and put dual Railgun 16s on it. At that point it can be a real PITA in some of the close-in maps like Acropolis, where it can kill enemies through the walls with its ability. But it seems pretty limited to those. Basically the problem are that it is slow and fragile. IMO there are four bots that are the essential ones for tournament: Panther, Killshot, Zephyr, and Guardian. I think everyone probably agrees on the first two. There might be a little less of a consensus on Zephyr and Guardian (and Redox does fill similar niches as these two) but they are pretty popular. Zephyr is great for mid-game on close-in maps with dual Missile Rack 8s and in later game with double ArcTorrent 10s. At the very top level it might be Redox 2xRG16 is better but Zeph will still be real useful. Guardian is better in the sniper/brawler role and a useful counter to Panthers. The main thing is that is the other mech where you can pretty cheaply get it up high enough to effectively run a Railgun 16. Getting two Railgun 16s asap is probably the best single thing you can do for your hangar, but it will take a lot longer after that to max your Panther/Guardian/Redox so that it can run both of them. Until then you'll want two bots that effectively run one each (great combos are RG16+MR8 and RG16+LA10). It is worth noting that you'll rarely need to drop more than three bots in a tournament match. I am recommending four mechs for covering the various maps (close quarters to long distance). As for the fifth mech, that seems like more the optional slot in terms of personal preference. I think folks are also still trying to figure what to run after some recent buffs. I am mainly going with Ares which seems like a pretty popular choice. I found it pretty handy early in and in mid-game too as I was climbing the ranks. And it is cheap. Shadow seems like it is becoming more popular with top tier players, although it might be more that folks waited to upgrade theirs until they already had super strong hangars and were raking in the A-Coins. Juggernaught has some enthusiasts though it is a less popular option, less so than Redox. There are some skilled players who run MDs but are ones who really mostly run team matches. Cheetah might make the list too now that it just got buffed, but I have a feeling it will be less useful than Ares/Shadow/Redox Anyway, just my quick analysis. Others might disagree and certainly will have more to add. I don't think Redox is that high on the list but I'd be curious to see what the folks who invested in it say. A dedicated Rocket Mortar 12 bot is pretty useful on several tournament maps - there are clearly folks who kept investing in theirs until they finally maxed it but that might be more the spenders. EDIT: Forgot to answer your second question. This game is NOT like War Robots where good bots early on stop being useful later game. Paragon, Lancer, and Surge however seem less useful for Tournament than CPC (I am actually investing in my Paragon for Tournament but it is my low cost RM12 bot that I mainly like for CPC). The problem is more that the energy levels and limitations on how many weapons you have make bots more and less useful as you climb the ranks. So for instance, my Zephyr was great mid-game when I could put 2xMR8s on it and it had enough health to last against similarly matched competitors. But then as I upgraded my Panther and other bots, it became too weak against the hangars I was facing. Also I needed the MR8s on my stronger bots. Now I just finally got it up to 5.1 and can put dual Arc10s in it and it is an unholy terror once again. So that's the rub - mechs will wax and wane in strength depending on the terrain, their rank, and what the available weapon loadouts are. That's why I recommend those four bots as the one that are most consistently useful, or in the case of Zephyr, just too useful in close-in maps not to invest in. But you have options you can play around with. They might be more frustrating for longer periods in the climb up the ranks, but ultimately when maxed they will hold their own. Thanks for all the info, whew, 8000 a-coins is gonna be a grind and a half though! Anyway, I don’t plan on playing this super competitively at all, I just want to have some fun, and most of my fun comes from making a fun hangar with some sort of theme - if I’m being honest, my interest right now is building a hangar with robots of all different types of movement, so the robot with the wheel, a normal walking robot PARAGON, a floating robot MD, a crawling robot (I’ll be getting arachnos from the derby at 12 am tonight, super excited, been grinding for it for a little, even though I hear it’s meh) and redox has some weird sort of rocket-thruster legs Anyway, what do you think of that hangar, and is 8000 a coins that hard to get? panther, KS, guardian, zephyr are the core mechs of this game (zephyr less so than the others). I'd argue these should be prioritized regardless of how serious you are. However, if you don't plan on spending, unlocking zephyr will take you 2.5 months or so to unlock on the progress path. So in the interim, a good early game hangar would be panther, KS, Guardian, Juggernaut, Ares. On top of that, all 5 of these bots are late game competitive. That's a significantly better hangar than KS paragon MD arachnos redox. Not to mention the redox is extremely expensive to buy once it's unlocked. Arachnos and Paragon are absolute trash. MD is a good support bot, but it needs to be highly levelled to be good. On the other hand, panther and KS are absolutely mandatory in this game. You must must must have these bots. as for question two, you can earn 8000 a-coins in about 3 weeks of playing tourney, provided you win every single heat, and don't spend more than 12 tickets a day. Best way to attempt to do that is by playing just the last hour every single night.
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Post by Adazahi on Oct 22, 2021 17:03:01 GMT -5
Thanks for all the info, whew, 8000 a-coins is gonna be a grind and a half though! Anyway, I don’t plan on playing this super competitively at all, I just want to have some fun, and most of my fun comes from making a fun hangar with some sort of theme - if I’m being honest, my interest right now is building a hangar with robots of all different types of movement, so the robot with the wheel, a normal walking robot PARAGON, a floating robot MD, a crawling robot (I’ll be getting arachnos from the derby at 12 am tonight, super excited, been grinding for it for a little, even though I hear it’s meh) and redox has some weird sort of rocket-thruster legs Anyway, what do you think of that hangar, and is 8000 a coins that hard to get? panther, KS, guardian, zephyr are the core mechs of this game (zephyr less so than the others). I'd argue these should be prioritized regardless of how serious you are. However, if you don't plan on spending, unlocking zephyr will take you 2.5 months or so to unlock on the progress path. So in the interim, a good early game hangar would be panther, KS, Guardian, Juggernaut, Ares. On top of that, all 5 of these bots are late game competitive. That's a significantly better hangar than KS paragon MD arachnos redox. Not to mention the redox is extremely expensive to buy once it's unlocked. Arachnos and Paragon are absolute trash. MD is a good support bot, but it needs to be highly levelled to be good. On the other hand, panther and KS are absolutely mandatory in this game. You must must must have these bots. as for question two, you can earn 8000 a-coins in about 3 weeks of playing tourney, provided you win every single heat, and don't spend more than 12 tickets a day. Best way to attempt to do that is by playing just the last hour every single night. Paragon was a typo, I meant panther, as for arachnos, I know he’s mediocre but I still want to use him, he seems fun, reminds me of raijin
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Post by S1E1 on Oct 22, 2021 17:52:35 GMT -5
panther, KS, guardian, zephyr are the core mechs of this game (zephyr less so than the others). I'd argue these should be prioritized regardless of how serious you are. However, if you don't plan on spending, unlocking zephyr will take you 2.5 months or so to unlock on the progress path. So in the interim, a good early game hangar would be panther, KS, Guardian, Juggernaut, Ares. On top of that, all 5 of these bots are late game competitive. That's a significantly better hangar than KS paragon MD arachnos redox. Not to mention the redox is extremely expensive to buy once it's unlocked. Arachnos and Paragon are absolute trash. MD is a good support bot, but it needs to be highly levelled to be good. On the other hand, panther and KS are absolutely mandatory in this game. You must must must have these bots. as for question two, you can earn 8000 a-coins in about 3 weeks of playing tourney, provided you win every single heat, and don't spend more than 12 tickets a day. Best way to attempt to do that is by playing just the last hour every single night. Paragon was a typo, I meant panther, as for arachnos, I know he’s mediocre but I still want to use him, he seems fun, reminds me of raijin I forgot about Arachnos (and Brickhouse too which is a second tier bot for Tournament). In the case of Arachnos, I think "meh" is an overstatement. I have rolled over every one of them I've faced in tourney with ease. They seem more designed for CPC. I mean, try it out and see, but tournament can get frustrating pretty quickly with underperforming gear so I wouldn't really invest in Arachnos. I would agree with punishingcossack that it's better to first invest in some of the good cheap bots (Ares, Guardian, Juggs) and enjoy some good early-game tournament wins with them. Some you'll keep investing in, others not so much - I haven't played my Juggs in forever but it dominated early-game with RPG6s on the Hanging Gardens map. Man I loved getting that map in the rotation - was pretty bummed when RPG6s just became too weak to make it work anymore. Point is you do you and as long as the initial costs are low, you shouldn't regret your resource allocation too much. It's only with the bigger upfront purchases where it gets tricky because you can't test it out So unless you're fine spending real money for it, I'd hold off of Redox for a while. 8000 A-Coins take me probably 4-5 weeks to get but there will be weapons you'll need to save for. Frankly weapons are the bigger bottleneck and where you have to more carefully plot out your resources.
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Post by punishingcossack on Oct 22, 2021 18:30:25 GMT -5
panther, KS, guardian, zephyr are the core mechs of this game (zephyr less so than the others). I'd argue these should be prioritized regardless of how serious you are. However, if you don't plan on spending, unlocking zephyr will take you 2.5 months or so to unlock on the progress path. So in the interim, a good early game hangar would be panther, KS, Guardian, Juggernaut, Ares. On top of that, all 5 of these bots are late game competitive. That's a significantly better hangar than KS paragon MD arachnos redox. Not to mention the redox is extremely expensive to buy once it's unlocked. Arachnos and Paragon are absolute trash. MD is a good support bot, but it needs to be highly levelled to be good. On the other hand, panther and KS are absolutely mandatory in this game. You must must must have these bots. as for question two, you can earn 8000 a-coins in about 3 weeks of playing tourney, provided you win every single heat, and don't spend more than 12 tickets a day. Best way to attempt to do that is by playing just the last hour every single night. Paragon was a typo, I meant panther, as for arachnos, I know he’s mediocre but I still want to use him, he seems fun, reminds me of raijin the raijin's weapons buff is pretty significant. the arachnos' turret is extreme garbage, even at fully maxed. just be aware of that, you might find it not so fun to get rekt when you're in an arachnos. and it's 100% not worth upgrading at all
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Post by Koalabear on Oct 23, 2021 4:33:34 GMT -5
Just to answer a question you'd asked...yes, the early common and uncommon mechs are very viable later on in the game. They become high skill mechs that can hold their own as you rank them up. For example, the Lancer can get to places no other mech can reach and some of these places make it untouchable by almost every other mech as it rains down JR6 missiles. If you like to explore and want to find all the nifty ledges in this game, the Lancer is the way to go. I'm tempted to start a smurf account just to play around with this mech more. It's also pretty much impossible to hit with JR and RM because if you time your jump right, you will avoid those missiles with ease. When maxed, it's also got a ton of HP so it becomes a mini tank.
The Paragon is easily over looked. When you use the Sprint mode AND it's Rush ability at the same time, you get a super Sprint. Or, you can use the Rush on it's own for side stepping or retreating. I overlooked this mech until I needed another high EN mech for when my clones were deleted, so I went Paragon because I had so many blueprints for it. Now, I run it as a dual RM12 mech for TDM and SB16/RM12 on CPC maps. This build, against AI is a hoot. Against human players, as long as I can keep the range open, then I stand a very good chance.
As for others, I love my Shadow and I ranked it up pretty early. I like fast mechs so I'm tempted to get the Cheetah now that it's been buffed. But, the only mech I would consider taking out would be my Paragon, even though the Cheetah and the Shadow fills similar roles. If I ever get the Cheetah, it would be because I ran out of things to upgrade.
For the light mechs, they all fill similar roles. The new EN ceiling has majorly impacted their weapon loadouts but they still are very close to each other in terms of role and play. Also, they're the most expensive to rank up in terms of A-coins, so I wouldn't recommend getting more than one if you're a casual F2P. If I were you, I'd probably keep the Lancer as my first beacon capping mech or late match beacon stealer. When maxed, it gets a whopping 85k HP, tied with the MD for most HP amongst the light mechs. Plus, it gets 16EN so you can put MR8 or PC8 or even a single RG16 if you want. A jumping sniper mech! LOL.
KS and Panther are must haves with the Panther arguably the best mech overall in the game. Don't bother with Arachnos or Redox unless you're playing more for aesthetics than functionality. As for tanks, Jugg used to be the best tank, but I haven't touched mine since the nerf. It's pretty balanced now though and it's got the most HP in the game.
As for A-coins, sure, if you focus on saving and maybe even getting those 500 A-coin deals here and there, you can save up for the Redox, but you'll find that you could have saved those coins for ranking up and getting the good weapons instead.
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Post by reconnecting on Oct 23, 2021 12:59:00 GMT -5
Redox isn't cheap. It costs 8000 A-Coins once you unlock it. It starts at level 5.1 so you don't have to level it that much but as far as I can tell there are only two weapons that work well on it (I don't have one but only see them run these two ways). The first is Rocket Mortar 12s which is the placeholder until you can max it and put dual Railgun 16s on it. At that point it can be a real PITA in some of the close-in maps like Acropolis, where it can kill enemies through the walls with its ability. But it seems pretty limited to those. Basically the problem are that it is slow and fragile. IMO there are four bots that are the essential ones for tournament: Panther, Killshot, Zephyr, and Guardian. I think everyone probably agrees on the first two. There might be a little less of a consensus on Zephyr and Guardian (and Redox does fill similar niches as these two) but they are pretty popular. Zephyr is great for mid-game on close-in maps with dual Missile Rack 8s and in later game with double ArcTorrent 10s. At the very top level it might be Redox 2xRG16 is better but Zeph will still be real useful. Guardian is better in the sniper/brawler role and a useful counter to Panthers. The main thing is that is the other mech where you can pretty cheaply get it up high enough to effectively run a Railgun 16. Getting two Railgun 16s asap is probably the best single thing you can do for your hangar, but it will take a lot longer after that to max your Panther/Guardian/Redox so that it can run both of them. Until then you'll want two bots that effectively run one each (great combos are RG16+MR8 and RG16+LA10). It is worth noting that you'll rarely need to drop more than three bots in a tournament match. I am recommending four mechs for covering the various maps (close quarters to long distance). As for the fifth mech, that seems like more the optional slot in terms of personal preference. I think folks are also still trying to figure what to run after some recent buffs. I am mainly going with Ares which seems like a pretty popular choice. I found it pretty handy early in and in mid-game too as I was climbing the ranks. And it is cheap. Shadow seems like it is becoming more popular with top tier players, although it might be more that folks waited to upgrade theirs until they already had super strong hangars and were raking in the A-Coins. Juggernaught has some enthusiasts though it is a less popular option, less so than Redox. There are some skilled players who run MDs but are ones who really mostly run team matches. Cheetah might make the list too now that it just got buffed, but I have a feeling it will be less useful than Ares/Shadow/Redox Anyway, just my quick analysis. Others might disagree and certainly will have more to add. I don't think Redox is that high on the list but I'd be curious to see what the folks who invested in it say. A dedicated Rocket Mortar 12 bot is pretty useful on several tournament maps - there are clearly folks who kept investing in theirs until they finally maxed it but that might be more the spenders. EDIT: Forgot to answer your second question. This game is NOT like War Robots where good bots early on stop being useful later game. Paragon, Lancer, and Surge however seem less useful for Tournament than CPC (I am actually investing in my Paragon for Tournament but it is my low cost RM12 bot that I mainly like for CPC). The problem is more that the energy levels and limitations on how many weapons you have make bots more and less useful as you climb the ranks. So for instance, my Zephyr was great mid-game when I could put 2xMR8s on it and it had enough health to last against similarly matched competitors. But then as I upgraded my Panther and other bots, it became too weak against the hangars I was facing. Also I needed the MR8s on my stronger bots. Now I just finally got it up to 5.1 and can put dual Arc10s in it and it is an unholy terror once again. So that's the rub - mechs will wax and wane in strength depending on the terrain, their rank, and what the available weapon loadouts are. That's why I recommend those four bots as the one that are most consistently useful, or in the case of Zephyr, just too useful in close-in maps not to invest in. But you have options you can play around with. They might be more frustrating for longer periods in the climb up the ranks, but ultimately when maxed they will hold their own. Thanks for all the info, whew, 8000 a-coins is gonna be a grind and a half though! Anyway, I don’t plan on playing this super competitively at all, I just want to have some fun, and most of my fun comes from making a fun hangar with some sort of theme - if I’m being honest, my interest right now is building a hangar with robots of all different types of movement, so the robot with the wheel, a normal walking robot PARAGON, a floating robot MD, a crawling robot (I’ll be getting arachnos from the derby at 12 am tonight, super excited, been grinding for it for a little, even though I hear it’s meh) and redox has some weird sort of rocket-thruster legs Anyway, what do you think of that hangar, and is 8000 a coins that hard to get? Well you want robots with unique movement...then you want a Lancer with its jump ability and speed. Add rpgs or Pulse cannons and go for it. Or maybe Javs. Ares is pretty quick and its shield makes it tanky. Shadow is fast and has stealth ability so enemies can't see him on the radar map. He can still get hit though. I'm glad you mentioned Panther because he's a good foundation for any hangar. You Could try Longarms on Arachnos, or Mortars. Beware though he is prone to dying, a lot.
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Post by S1E1 on Oct 23, 2021 13:19:02 GMT -5
Just to answer a question you'd asked...yes, the early common and uncommon mechs are very viable later on in the game. They become high skill mechs that can hold their own as you rank them up. For example, the Lancer can get to places no other mech can reach and some of these places make it untouchable by almost every other mech as it rains down JR6 missiles. If you like to explore and want to find all the nifty ledges in this game, the Lancer is the way to go. I'm tempted to start a smurf account just to play around with this mech more. It's also pretty much impossible to hit with JR and RM because if you time your jump right, you will avoid those missiles with ease. When maxed, it's also got a ton of HP so it becomes a mini tank. The Paragon is easily over looked. When you use the Sprint mode AND it's Rush ability at the same time, you get a super Sprint. Or, you can use the Rush on it's own for side stepping or retreating. I overlooked this mech until I needed another high EN mech for when my clones were deleted, so I went Paragon because I had so many blueprints for it. Now, I run it as a dual RM12 mech for TDM and SB16/RM12 on CPC maps. This build, against AI is a hoot. Against human players, as long as I can keep the range open, then I stand a very good chance. As for others, I love my Shadow and I ranked it up pretty early. I like fast mechs so I'm tempted to get the Cheetah now that it's been buffed. But, the only mech I would consider taking out would be my Paragon, even though the Cheetah and the Shadow fills similar roles. If I ever get the Cheetah, it would be because I ran out of things to upgrade. For the light mechs, they all fill similar roles. The new EN ceiling has majorly impacted their weapon loadouts but they still are very close to each other in terms of role and play. Also, they're the most expensive to rank up in terms of A-coins, so I wouldn't recommend getting more than one if you're a casual F2P. If I were you, I'd probably keep the Lancer as my first beacon capping mech or late match beacon stealer. When maxed, it gets a whopping 85k HP, tied with the MD for most HP amongst the light mechs. Plus, it gets 16EN so you can put MR8 or PC8 or even a single RG16 if you want. A jumping sniper mech! LOL. KS and Panther are must haves with the Panther arguably the best mech overall in the game. Don't bother with Arachnos or Redox unless you're playing more for aesthetics than functionality. As for tanks, Jugg used to be the best tank, but I haven't touched mine since the nerf. It's pretty balanced now though and it's got the most HP in the game. As for A-coins, sure, if you focus on saving and maybe even getting those 500 A-coin deals here and there, you can save up for the Redox, but you'll find that you could have saved those coins for ranking up and getting the good weapons instead. Good stuff here! I too am becoming a fan of the Paragon. I was already eyeing it up as my Rocket Mortar mech for TDM when you started posting on the forum about how much you liked it. Helped convince me to take the plunge and I have to say it is a fun opener bot for CPC too. Mine is only at 5.1 for now but RG16+MR8 is a really fun combo on it! I think outside of Killshot, it might be becoming my favorite "fast" bot. Not at all in a hurry to level it for CPC, though the extra health in TDM would be nice. I really only drop it when I am trying to counter a human using RMs. I'd think though that for the light mech slot, Shadow would be the better investment over Lancer. In tournament it is really the only light mech I really see people playing, except for one guy who seems dedicated to it (and who I almost always beat 1v1). I mean it is a good beacon bot and I like it, but seems less versatile and its Achilles heel is that really it can only Javs. At a certain point they just do too little damage to rack up enough kills. Also for me personally, I do need to switch up the weapons at some point for variety's sake. Hopefully we'll get another good weapon for Lancer. I kinda wonder if DL8s will end up being good for it, but something for non-maxed versions would be nice.
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Post by punishingcossack on Oct 23, 2021 14:25:45 GMT -5
Just to answer a question you'd asked...yes, the early common and uncommon mechs are very viable later on in the game. They become high skill mechs that can hold their own as you rank them up. For example, the Lancer can get to places no other mech can reach and some of these places make it untouchable by almost every other mech as it rains down JR6 missiles. If you like to explore and want to find all the nifty ledges in this game, the Lancer is the way to go. I'm tempted to start a smurf account just to play around with this mech more. It's also pretty much impossible to hit with JR and RM because if you time your jump right, you will avoid those missiles with ease. When maxed, it's also got a ton of HP so it becomes a mini tank. The Paragon is easily over looked. When you use the Sprint mode AND it's Rush ability at the same time, you get a super Sprint. Or, you can use the Rush on it's own for side stepping or retreating. I overlooked this mech until I needed another high EN mech for when my clones were deleted, so I went Paragon because I had so many blueprints for it. Now, I run it as a dual RM12 mech for TDM and SB16/RM12 on CPC maps. This build, against AI is a hoot. Against human players, as long as I can keep the range open, then I stand a very good chance. As for others, I love my Shadow and I ranked it up pretty early. I like fast mechs so I'm tempted to get the Cheetah now that it's been buffed. But, the only mech I would consider taking out would be my Paragon, even though the Cheetah and the Shadow fills similar roles. If I ever get the Cheetah, it would be because I ran out of things to upgrade. For the light mechs, they all fill similar roles. The new EN ceiling has majorly impacted their weapon loadouts but they still are very close to each other in terms of role and play. Also, they're the most expensive to rank up in terms of A-coins, so I wouldn't recommend getting more than one if you're a casual F2P. If I were you, I'd probably keep the Lancer as my first beacon capping mech or late match beacon stealer. When maxed, it gets a whopping 85k HP, tied with the MD for most HP amongst the light mechs. Plus, it gets 16EN so you can put MR8 or PC8 or even a single RG16 if you want. A jumping sniper mech! LOL. KS and Panther are must haves with the Panther arguably the best mech overall in the game. Don't bother with Arachnos or Redox unless you're playing more for aesthetics than functionality. As for tanks, Jugg used to be the best tank, but I haven't touched mine since the nerf. It's pretty balanced now though and it's got the most HP in the game. As for A-coins, sure, if you focus on saving and maybe even getting those 500 A-coin deals here and there, you can save up for the Redox, but you'll find that you could have saved those coins for ranking up and getting the good weapons instead. Good stuff here! I too am becoming a fan of the Paragon. I was already eyeing it up as my Rocket Mortar mech for TDM when you started posting on the forum about how much you liked it. Helped convince me to take the plunge and I have to say it is a fun opener bot for CPC too. Mine is only at 5.1 for now but RG16+MR8 is a really fun combo on it! I think outside of Killshot, it might be becoming my favorite "fast" bot. Not at all in a hurry to level it for CPC, though the extra health in TDM would be nice. I really only drop it when I am trying to counter a human using RMs. I'd think though that for the light mech slot, Shadow would be the better investment over Lancer. In tournament it is really the only light mech I really see people playing, except for one guy who seems dedicated to it (and who I almost always beat 1v1). I mean it is a good beacon bot and I like it, but seems less versatile and its Achilles heel is that really it can only Javs. At a certain point they just do too little damage to rack up enough kills. Also for me personally, I do need to switch up the weapons at some point for variety's sake. Hopefully we'll get another good weapon for Lancer. I kinda wonder if DL8s will end up being good for it, but something for non-maxed versions would be nice. juggy is arguably a better RM12 mech w/ its shield, or even KS
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Post by S1E1 on Oct 23, 2021 17:54:56 GMT -5
Good stuff here! I too am becoming a fan of the Paragon. I was already eyeing it up as my Rocket Mortar mech for TDM when you started posting on the forum about how much you liked it. Helped convince me to take the plunge and I have to say it is a fun opener bot for CPC too. Mine is only at 5.1 for now but RG16+MR8 is a really fun combo on it! I think outside of Killshot, it might be becoming my favorite "fast" bot. Not at all in a hurry to level it for CPC, though the extra health in TDM would be nice. I really only drop it when I am trying to counter a human using RMs. I'd think though that for the light mech slot, Shadow would be the better investment over Lancer. In tournament it is really the only light mech I really see people playing, except for one guy who seems dedicated to it (and who I almost always beat 1v1). I mean it is a good beacon bot and I like it, but seems less versatile and its Achilles heel is that really it can only Javs. At a certain point they just do too little damage to rack up enough kills. Also for me personally, I do need to switch up the weapons at some point for variety's sake. Hopefully we'll get another good weapon for Lancer. I kinda wonder if DL8s will end up being good for it, but something for non-maxed versions would be nice. juggy is arguably a better RM12 mech w/ its shield, or even KS Yeah, but they both need to be maxed, at least to carry the 12s which are the only mortars I'm investing in. Eventually KS will probably be my RM bot, but that thought saddens me a bit. I mean I can see how effective it is with RM12s from facing opponents with them, but it kinda seems like a crime against the fun of a KS.
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Post by Koalabear on Oct 24, 2021 7:13:20 GMT -5
The Paragon has two chances to avoid return RMs, Sprint and Rush. RMs fall in sets of 3, so usually the first set will wipe out a Jugg's shield and the second will do damage. Then, the next 6 rockets will come in and all will do damage. Speed and cover are arguably the best defense against RMs.
Jugg can be a great RM build, but maxing it is a PITA, ditto with KS. My long term plan, once I max my KS is to run it as a RM12 build. But, where the Paragon is useful is having more than 24EN. SB16/RM12 is fun and now I switched my Paragon to LA10/RG16 to give myself some variety.
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Post by nocluevok on Oct 24, 2021 14:53:01 GMT -5
2 cents worth...
If you haven't unlocked bot slots 4 & 5, hold off on them. Why? Well, unless you squad up, when the MM decides it's your turn to lose, the extra bots won't matter. Then there is the tournament. I get passed by lower ranking pilots with 3 bot hangers ALL THE TIME. Farm hard while you have that advantage.
If I'm not in a tournament match, I concentrate on chipping away at the bot/weapon tasks for extra bank. Trust me, completing a task like, do X damage with (fill in your choice weak weapons) won't get easier as you rank up. On a side note: I've never not completed all my daily tasks because of subpar setups.
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Post by Koalabear on Oct 25, 2021 7:51:50 GMT -5
Another tip...I don't normally seriously play TDM until the Battlethon and Death Match Mania events come out later in the week. This way, I don't have to grind as much and can kill 2 birds with one stone in the latter part of the week. Plus, if you stay in Novice, you get 2 keys everyday for no effort. It builds up over time if you save your keys for only the Vault Blitz and only open as many chests as it takes to get what you want...usually 35 keys worth.
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Post by Munki on Oct 25, 2021 9:37:40 GMT -5
panther, KS, guardian, zephyr are the core mechs of this game (zephyr less so than the others). I'd argue these should be prioritized regardless of how serious you are. However, if you don't plan on spending, unlocking zephyr will take you 2.5 months or so to unlock on the progress path. So in the interim, a good early game hangar would be panther, KS, Guardian, Juggernaut, Ares. On top of that, all 5 of these bots are late game competitive. That's a significantly better hangar than KS paragon MD arachnos redox. Not to mention the redox is extremely expensive to buy once it's unlocked. Arachnos and Paragon are absolute trash. MD is a good support bot, but it needs to be highly levelled to be good. On the other hand, panther and KS are absolutely mandatory in this game. You must must must have these bots. as for question two, you can earn 8000 a-coins in about 3 weeks of playing tourney, provided you win every single heat, and don't spend more than 12 tickets a day. Best way to attempt to do that is by playing just the last hour every single night. Paragon was a typo, I meant panther, as for arachnos, I know he’s mediocre but I still want to use him, he seems fun, reminds me of raijin Most of us here have been playing Mech Arena for many months back in the beta days. The Arachnos was only recently released and is only a Rare type mech. So for us who have been playing, we ended up with a mech at 3 stars and no accumulated blueprints to rush it to 5 or 6 stars to be competitive with our hangers. Other mechs released recently, the Surge and Redox, both were Prototype mechs starting them at 5 stars which makes them useable right away. That is why there are not many high ranked Arachnos mechs out there. It has a high EN capacity so could be a real threat down the line and its ability may get buffed as well. Since you are just starting out, don't take our advice regarding the Arachnos since you would get it naturally and be accruing blueprints for it along with all the other mechs.
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Post by Adazahi on Oct 25, 2021 12:05:49 GMT -5
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Post by Koalabear on Oct 25, 2021 12:15:33 GMT -5
The next things you should be focusing on are MR8 for the KS, PC8 for the Ares and move the JR6 to the MD.
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Post by Adazahi on Oct 25, 2021 12:17:34 GMT -5
The next things you should be focusing on are MR8 for the KS, PC8 for the Ares and move the JR6 to the MD. MD wont be able to hold racks for another 2 stars, that’s gonna take a while! Same for getting ares another star so it can hold pulse cannons, and saving up for middle racks…. Damn, how long will this take?
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Post by reconnecting on Oct 25, 2021 12:47:46 GMT -5
The next things you should be focusing on are MR8 for the KS, PC8 for the Ares and move the JR6 to the MD. MD wont be able to hold racks for another 2 stars, that’s gonna take a while! Same for getting ares another star so it can hold pulse cannons, and saving up for middle racks…. Damn, how long will this take? Try the Javs on Ares, it works well.
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Post by Koalabear on Oct 25, 2021 13:51:56 GMT -5
You can throw JR4 on the MD and RPG6 on the Ares instead of the Plasma Cannons. Plasma Cannons really suck...unless the recent speed buff made them viable.
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Post by S1E1 on Oct 25, 2021 17:49:56 GMT -5
I second the idea of getting RPG6s into the mix. They work very effectively early on for Panther, Ares, and also on Killshot on indoor maps where you can't use Javs. Ares in particular seems to extend their shelf-life as a viable weapon and wields them effectively into mid-game.
I wouldn't bother taking them past 3.7. I upgraded mine to 4.7 but by that point it would have been better to put my resources into higher energy level weapons. Interestingly, they do pair well with Carbs down the road. Not a combo I needed all that much, but still, I've found more than one occasion to dust them off. Overall they are a worthwhile investment.
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Post by Adazahi on Oct 26, 2021 13:51:05 GMT -5
Koalabear reconnecting S1E1 Munkieither of you guys know if I buy longarm 10 for 15k credits and an offer for longarm 10 for $3 if I will get 2 copies?
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Post by punishingcossack on Oct 26, 2021 13:57:41 GMT -5
Koalabear reconnecting S1E1 Munki either of you guys know if I buy longarm 10 for 15k credits and an offer for longarm 10 for $3 if I will get 2 copies? for any weapon that has 10 or more EN, you need to get it to 6 stars to get a 2nd copy
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Post by Adazahi on Oct 26, 2021 14:10:40 GMT -5
Koalabear reconnecting S1E1 Munki either of you guys know if I buy longarm 10 for 15k credits and an offer for longarm 10 for $3 if I will get 2 copies? for any weapon that has 10 or more EN, you need to get it to 6 stars to get a 2nd copy So what would happen if I spent $3 on this second longarm? I literally just don’t get anything?
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Post by Danny Linguini on Oct 26, 2021 14:10:48 GMT -5
Koalabear reconnecting S1E1 Munki either of you guys know if I buy longarm 10 for 15k credits and an offer for longarm 10 for $3 if I will get 2 copies? Pretty sure you will no longer see offers for a single weapon once you acquire one with credits or a-coins. The only way to get a second copy of a single weapon is to rank it up to R6.
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Post by punishingcossack on Oct 26, 2021 14:16:52 GMT -5
for any weapon that has 10 or more EN, you need to get it to 6 stars to get a 2nd copy So what would happen if I spent $3 on this second longarm? I literally just don’t get anything? the initial purchase (whether w/ real money or in-game currency) gives you 1 LA10. you're not gonna see another offer for it once its bought, cuz the only way to get a 2nd copy is to level/rank it up to 6 stars. Once you have two copies, and you level it up, both copies get levelled up
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Post by Munki on Oct 26, 2021 15:42:59 GMT -5
Agree with the others that you need to rank up to 6 for EN 10+ weapons to get 2nd copy. However, they are worth it. As a general rule, spend resources on the highest EN version of a weapon as they tend to be the ones that are useful later on at high rank battles. For EN 8 and below weapons, max recommended upgrade is rank 5 to max out the special benefit attributed to the weapon. You can click the stars to see what ranking up that item does.
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