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Post by Why? on Apr 12, 2017 23:46:02 GMT -5
I got a shiny new Thunder Carnage a few days ago. Soo....it's squishy. I upgraded the bot to level 5, and the thunders are unlevelled at 5.
Point is, at what levels does it become viable and competitive?
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er1k
Destrier
Posts: 12
Karma: 2
Pilot name: -er1k-
Platform: Android
League: Diamond
Server Region: Europe
Favorite robot: Carnage
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Post by er1k on Apr 13, 2017 0:07:02 GMT -5
I found that it began working nicely at around 8/8. It will always be squishy though. Your main goal must be getting real close to the reds without being shot at because the shield will not protect you much.
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Post by moody on Apr 13, 2017 0:09:20 GMT -5
8/8 always squishy.
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Post by Why? on Apr 13, 2017 0:10:20 GMT -5
I found that it began working nicely at around 8/8. It will always be squishy though. Your main goal must be getting real close to the reds without being shot at because the shield will not protect you much. That is kinda hard to do with a big red box around you lol..
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Post by blastronaut on Apr 13, 2017 0:29:01 GMT -5
I found that it began working nicely at around 8/8. It will always be squishy though. Your main goal must be getting real close to the reds without being shot at because the shield will not protect you much. That is kinda hard to do with a big red box around you lol.. utilize cover and time your rush correctly, better yet wait for Reds to come to you and blast them when they turn the corner.
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bleed
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Post by bleed on Apr 13, 2017 0:36:45 GMT -5
I leveled my carnage to 9 for the max speed, and just recently done 8/8 thunder. On compact city maps, i easily slip through and blast enemy in the early game which really change the entire result of the game to owning. Kind of depend on what bots enemy are using anyway and your ability to pilot it. Though there are times it's a bit lag and your not doing any damageand bamm your dead. Then very sorry team.
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Post by Tatamat on Apr 13, 2017 1:24:42 GMT -5
That is kinda hard to do with a big red box around you lol.. utilize cover and time your rush correctly, better yet wait for Reds to come to you and blast them when they turn the corner. Find yourself a buddy that will transport you to the battlefield (running behind him). It can be a Leo, Lance, Rhino, even Boa. You'll preserve your Rush for the moment you engage the enemy. I'm sure the buddy will appreciate your presence, too. I would also advise getting in tow with Blastronaut running around in his polished 12/12 Gary. You can hardly have a better shielding. Unfortunatelly, you'll need to skip a dozen or two maps first as he's now making his career in the League-which-name-must-not-be-told
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Post by wildboar on Apr 13, 2017 2:48:48 GMT -5
Choose your enemy... Plasma griff? find someone else... someone with rockets ? make sure your shield is max ...avoid first salvo/wait for them to shoot at a team mate - rush in toast their 「bum-bum」
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Post by every1jockzjay on Apr 13, 2017 4:52:20 GMT -5
Thunder carnage can b reallll pita... take out anciles from far away and if caught up close run past it and diret hits without hittin ancile...but a fury or carnage with tridents may look past you not wanting to waist a shot on your shield, patience is key.. i dont use one but have gotten killed by manyyy.... nothing sucks more then rippen bots with lance to have a thrunder carny run up and blow my back out lol...like somebody said wait till first salvo is dropped on dbs and they wont stand a chance. Dont get double teamed the good pilots ive seen run away alot and before you kno it there back shelling your face or your teamates face... the bad pilots wont even make it past 200m lol
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Post by carnage on Apr 13, 2017 6:47:45 GMT -5
I got a shiny new Thunder Carnage a few days ago. Soo....it's squishy. I upgraded the bot to level 5, and the thunders are unlevelled at 5. Point is, at what levels does it become viable and competitive? I would say... never. All joke aside, I'm not super impressed by Thunder Carnage. Sure it can do some damage in some very specific situation but it usually goes down super fast. In Diamond you have zillions of plasma britbots and they smash those Carnage in no time.
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Post by elttaes on Apr 13, 2017 14:18:57 GMT -5
The higher the level, the better it gets. Mine started getting noticeably good at 7/7. Now it's 9/9 and it regularly does serious damage. In a way, it's a bit like brickfighting with the boa (search it, trust me) get behind a wall that you know reds will be near or come to, then when they are almost on top of you, jump out and blast them.
With the high mount of the Thunders, there are a number of objects (particularly on Power Plant) where you can get behind and fire over the top. Non-splash damage won't hit you, but you can hit them.
Finally, especially against big bots (Lance, Natasha, Leo, Griffin) you can do quite a bit of damage at almost midrange. I will frequently pop out and and empty my clips at heavies on the Yamantau ramp from under the side walkways. Even at 400m you can do some real damage. That's' also a great way to convince one or two to come and try to root you out, then you get to go all brickfighter on their faces.
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Post by gr3ygh05t on Apr 13, 2017 14:26:51 GMT -5
At least at 8/8 but 9/9 is where the speed is maxed out. Pick your targets. At point blank ranges with speed boost available you are almost unstoppable.
Stay away from garies and Galahad unless you get the jump on them or it is a 2 on 1 situation.
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Post by gr3ygh05t on Apr 13, 2017 14:38:27 GMT -5
utilize cover and time your rush correctly, better yet wait for Reds to come to you and blast them when they turn the corner. Find yourself a buddy that will transport you to the battlefield (running behind him). It can be a Leo, Lance, Rhino, even Boa. You'll preserve your Rush for the moment you engage the enemy. I'm sure the buddy will appreciate your presence, too. I would also advise getting in tow with Blastronaut running around in his polished 12/12 Gary. You can hardly have a better shielding. Unfortunatelly, you'll need to skip a dozen or two maps first as he's now making his career in the League-which-name-must-not-be-told Tag behind An Ancilot. Your Anciles will stack. When the enemy is in range pop out and blast them then pop back behind him. Thunder carnies are one of my favorite tag team partners for my Ancilot along with the DB, PDB and the Galahad.
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Post by Deleted on Apr 13, 2017 14:40:44 GMT -5
Mine is 9/10/10. I love the build, but it is hard to justify sometimes because a lot of things kill it. If I had a dime for every plasma bot that would just key on me...
I keep running it because of the joy it brings me to stagger fire the thunders up close and know I will kill something outright in under 4 seconds. Also, it brings down ancilot shields at 500m on the big maps very quickly, so my teammates and crush them with splash.
But of the hangar I run right now (ancilot, galahad, DB griff, TT Fury, Thunder carnage), it is the most likely to be replaced by the buffed rog or dash bot when they come out.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 13, 2017 14:50:27 GMT -5
Mine is 9/10/10. I love the build, but it is hard to justify sometimes because a lot of things kill it. If I had a dime for every plasma bot that would just key on me... I keep running it because of the joy it brings me to stagger fire the thunders up close and know I will kill something outright in under 4 seconds. Also, it brings down ancilot shields at 500m on the big maps very quickly, so my teammates and crush them with splash. But of the hangar I run right now (ancilot, galahad, DB griff, TT Fury, Thunder carnage), it is the most likely to be replaced by the buffed rog or dash bot when they come out. Mine is 9/9/8, yet I would mirror what Mr. Panda said... to a tee. It is great fun... but very quickly lost if a Plasma bot gets the drop on you. On the flip side... it can take out any bot, quickly, if you get the drop on them.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 13, 2017 14:52:57 GMT -5
Honestly, for the amount of destructive potential this bot commands vs the ease of it's own destruction, it is probably one of the most balanced bots in the game.
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Post by Deleted on Apr 13, 2017 15:01:00 GMT -5
I run a 10/9/9 and it has been the difference in many matches. I like to keep it for the late stages of the game where it can chase down cripples and other unsuitable bots that come out when the reds hangars start running low. It can also do terrible things in the enemy spawn area if it arrives with some friends in tow.
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Post by Scuzzbopper on Apr 13, 2017 15:23:46 GMT -5
I've played a Trident Carnage mostly but experimented with a standard 8/8 Thunder from time to time as my last drop just as @kingkull does. It's a real winner in that roll at the endgame.
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Post by gr3ygh05t on Apr 13, 2017 15:29:07 GMT -5
I've played a Trident Carnage mostly but experimented with a standard 8/8 Thunder from time to time as my last drop just as @kingkull does. It's a real winner in that roll at the endgame. You're making me consider getting a second one now. One for the first drop and a second for the last.
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Post by Blurred Vision on Apr 13, 2017 15:31:33 GMT -5
I second what @kingkull said: I use Thunder Carnage as my Closer, usually the last (or next to last) bot outta the hangar. Works great when there are compromised reds on the field or enemy pilots who saved their worst/weakest bot for the end. The Thunder Carnage is quite effective at cleaning things up
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Post by Scuzzbopper on Apr 13, 2017 15:37:43 GMT -5
I've played a Trident Carnage mostly but experimented with a standard 8/8 Thunder from time to time as my last drop just as @kingkull does. It's a real winner in that roll at the endgame. You're making me consider getting a second one now. One for the first drop and a second for the last. Indeed. I am with you on that. I can't really get into another platform for my tridents as the Natasha is just so slow. Consequently I have a rotating set of load-outs depending on my mood. Having a second Carnage may add another dimension to my play as I like faster bots.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Apr 13, 2017 15:58:05 GMT -5
Yeah 2 Carnages is not a bad plan. I have mostly used them as mobile Mid-Range back before the Ancile buff... when Mid-Range was the dominant factor of the game. Zeus and Trident bots. I hated having two MR bots... but it helped a lot when it was bot after bot of Trident monsters. Now, thankfully, there are more knifers... and some Yam games I've been in lately, have not had ANY Trident bots!
Anyway, I digress. Now I am in one of my moods where I changed up 3 of my bots, and Carnage is now carrying Thunders. I am enjoying it, a lot! I have ran it in the past, but it seems like after not playing it for a while, since I have progressed as a player to some degree it is even better! Alternating fire is just plain murder on almost everything.
Get close. Kill.
I think, after I have more reminiscing times with the RDB, I will put the Carny Zeus back in along with the Carny Thunder, and put the RDB aside again. Zeus Carny has gotten me several 500k+ games, by itself, on Yam. (I hate staying in the same bot... but sometimes, if you have a good squad, it's not a detriment at all, especially on Yam where Center usually determines the Winner.)
I don't know that I would run 2 Thunder Carns, but heck, I might try it out!
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Post by Jame-thon on Apr 13, 2017 16:50:46 GMT -5
ⓣⓡⓘⓒⓚⓨ48So nice you have 2+ carnies to play around with and leveled at that lol. I only have 1 so far.
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Post by amidf on Apr 13, 2017 17:10:04 GMT -5
I played trident carnage for a while, but more recently I have ditched all midrangers. Now I play a 9/7/9 thunder carnage, and I do enjoy it. Tend to use late like @kingkull.
However, when I corner peek and see a galahad, I get out of there.
-Amid
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Post by Deleted on Apr 13, 2017 17:30:26 GMT -5
Carnage is a funny bot, it's a pure run'n gun status bot when using thunders, but it requires careful planning(it really good reactivity) to pilot properly.
Honestly, it's a power runner and flanker. Choosing your engagements is king. The big "kick me" sign opens up more opportunities than most realise.
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Post by jckidd on Apr 13, 2017 18:00:46 GMT -5
I run a 9/9 thunder carnage and a 9/9 Zeus carnage. Love the carnage! All hail the thunder!!! ?
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Post by Why? on Apr 13, 2017 21:28:56 GMT -5
Oh wow. Thanks for so many thoughtful and helpful responses!!
I had a question though. How do you alternate fire? I tried by fiiring one Thunder individually then wait a seconf and then pushing the Red button. But they sync right back up when they reload...
Edit: I just figured out how to use it!! It does pack a punch, even when just 6/5/5
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Post by infraviolet on Apr 13, 2017 23:26:13 GMT -5
I've had a Thunder Carnage for about a month now. I think generally its offenses are more effective than its defenses, even with its built-in energy shield.
What it excels at is mopping up non-shielded bots with 50 percent health or less. But I wouldn't rampage on a Galahad with full health with it.
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Post by BLYTHE on Apr 14, 2017 1:29:58 GMT -5
I sometimes run two 10/11 thunder carnages especially when I'm trying to finish a damage-oriented daily task. They're real fun to pilot on certain maps. In the main, I hang near a beacon and wait for them to come to me. They know you're there but few think twice about approaching—must be ego. Once I even killed the same guy 3 times. Lol.
On DC or PP, you can kill most anything by ambushing or using your speed to run circles around them.
I don't mind running the carnage on open maps but do have somewhat of a difficulty on Canyon for some reason.
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Post by GreenFace on Apr 14, 2017 2:37:48 GMT -5
I got a shiny new Thunder Carnage a few days ago. Soo....it's squishy. I upgraded the bot to level 5, and the thunders are unlevelled at 5. Point is, at what levels does it become viable and competitive? To me, Thunder Carnage is my own Navy SEALs. It mimics how any special forces works best: surgical, incisive guerilla attacks. - Special force won't attack blindly. Carefully choose your target. Be logical. Don't charge on Ancile bot alone, your greatest weapons are nothing to them. Go ahead charge at plasma bots, only if you're sure you will finish them quickly. - SF excels at hit&run tactics. They won't risk any prolonged battle. Think of the distance. Can you rush him safely (lone target or not)? Can you rush him, finish him with shortest time possible, and still be relatively safe after? - With their speed, SF strikes where they can hurt most. When you think all above is in good condition, charge...from flanks, rear, above, or below the target. Avoid as many head to head engagement as you can. - Lastly, SF knows when to abort the mission. Track back ASAP if you feel the favor is against you. Better to withdraw and fight another day, than sacrifice all in unwinnable contact.
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