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Post by Destroyer on Jan 24, 2018 13:49:58 GMT -5
Hi Adrian, my son and I love watching your YT videos! On your latest video about Storm/Orkan Doc, I have some questions. I'm planning to get a Rhino soon for my 2nd account in D2 league (Android). This is a fun account so all weapons shall stay at L7 max and the hangar must have at most one heavy bot. The eventual setup for this Rhino is Gust/Orkan. Since I am still a long way to go with getting a pair of Gust (I have none now), I shall start with either Magnum OR Punishers. Since the whole objective of using Storm on a Doc is the same as Gust on a Rhino (ignoring the difference in DPS), do you think running a Punisher/Orkan Doc will be the same as Storm/Orkan? Both can wear down Ancile from 500m onwards, and both will do more damage in shorter range. I have not crunched the numbers but in terms of application, it feels the same to me. Unless the 10s reload time of Punisher is such a major deal breaker. Anyway, off tangent, I started with Tulu Doc, then to Taran/Orkan Doc (I only have a pair of Orkan), and now Quad Hydra Doc (this is my only MR build in my hangar now, everything else is KF). I am upgrading 4x Molot T now to replace Hydra so that I can have a MR/LR build that can go close range if needed, and near endless stream of firing due to Quick Draw should be useful. Hi Adrian Have you ever tried a full punisher doc? I thought it would be fun because it won't stop shooting. Would this be strong enough to take out a Haechi?
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Post by titando on Jan 24, 2018 13:51:55 GMT -5
BTW... Love Master Adrian's videos! Always something new and cool to see.
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Post by Domino on Jan 24, 2018 14:33:17 GMT -5
Hi Adrian, my son and I love watching your YT videos! On your latest video about Storm/Orkan Doc, I have some questions. I'm planning to get a Rhino soon for my 2nd account in D2 league (Android). This is a fun account so all weapons shall stay at L7 max and the hangar must have at most one heavy bot. The eventual setup for this Rhino is Gust/Orkan. Since I am still a long way to go with getting a pair of Gust (I have none now), I shall start with either Magnum OR Punishers. Since the whole objective of using Storm on a Doc is the same as Gust on a Rhino (ignoring the difference in DPS), do you think running a Punisher/Orkan Doc will be the same as Storm/Orkan? Both can wear down Ancile from 500m onwards, and both will do more damage in shorter range. I have not crunched the numbers but in terms of application, it feels the same to me. Unless the 10s reload time of Punisher is such a major deal breaker. Anyway, off tangent, I started with Tulu Doc, then to Taran/Orkan Doc (I only have a pair of Orkan), and now Quad Hydra Doc (this is my only MR build in my hangar now, everything else is KF). I am upgrading 4x Molot T now to replace Hydra so that I can have a MR/LR build that can go close range if needed, and near endless stream of firing due to Quick Draw should be useful. Hi Adrian Have you ever tried a full punisher doc? I thought it would be fun because it won't stop shooting. Would this be strong enough to take out a Haechi? Like all Continuous Line of Sight weapons, people just don't stick their necks out and stay out in the open, so weapons that have high speed/high impact are choice in higher leagues. my .02 cents (especially with the new meta of Dashs, it's much easier to take cover and traverse ground where the past wasn't so much so)
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Post by adriannnnnn on Jan 27, 2018 7:37:35 GMT -5
A look at the Thermite weapon using different builds on different robots.
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Post by SuperHero on Jan 27, 2018 9:06:17 GMT -5
Nice one bro.
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Post by adriannnnnn on Jan 31, 2018 12:06:15 GMT -5
For those interested in the Shotgun Leo. I actually think I prefer Thunder Punishers instead of this build.
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Post by adriannnnnn on Jan 31, 2018 12:08:30 GMT -5
Hi Adrian, my son and I love watching your YT videos! On your latest video about Storm/Orkan Doc, I have some questions. I'm planning to get a Rhino soon for my 2nd account in D2 league (Android). This is a fun account so all weapons shall stay at L7 max and the hangar must have at most one heavy bot. The eventual setup for this Rhino is Gust/Orkan. Since I am still a long way to go with getting a pair of Gust (I have none now), I shall start with either Magnum OR Punishers. Since the whole objective of using Storm on a Doc is the same as Gust on a Rhino (ignoring the difference in DPS), do you think running a Punisher/Orkan Doc will be the same as Storm/Orkan? Both can wear down Ancile from 500m onwards, and both will do more damage in shorter range. I have not crunched the numbers but in terms of application, it feels the same to me. Unless the 10s reload time of Punisher is such a major deal breaker. Anyway, off tangent, I started with Tulu Doc, then to Taran/Orkan Doc (I only have a pair of Orkan), and now Quad Hydra Doc (this is my only MR build in my hangar now, everything else is KF). I am upgrading 4x Molot T now to replace Hydra so that I can have a MR/LR build that can go close range if needed, and near endless stream of firing due to Quick Draw should be useful. Hi Adrian Have you ever tried a full punisher doc? I thought it would be fun because it won't stop shooting. Would this be strong enough to take out a Haechi? I haven't tried it but I know just from experience the Doc would have trouble killing Haechis (at least in Champion League against experienced pilots). The thing with Punishers is that it doesn't deal damage fast enough. Most who run Haechis run either Orkans or Tarans. On an open map it might work but again you're also in range of Shocktrains, Scourge and Zeus. I have run the Storm/Orkan build on the Doc which was fun but that's also because the Storm knocks down an energy shield faster.
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Post by girlsdp on Feb 3, 2018 10:48:15 GMT -5
I have qutoes and photography blog Girls DP and create slide video. is this useful for growing my youtube channel. Just creating a thread which will focus on some of my War Robots videos/live streams. YouTube channel: www.youtube.com/channel/UCk_jiByxmYqfZ11tYl0OCOwTwitch channel: Here's a few featured videos for now:
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Post by adriannnnnn on Feb 7, 2018 12:08:38 GMT -5
Review of the Dragoon at MK2. Final thoughts - this weapon needs to be nerfed down.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Feb 7, 2018 17:06:52 GMT -5
Review of the Dragoon at MK2. Final thoughts - this weapon needs to be nerfed down. Yup... biggest OP release yet... Dragoon and ST, both, should be nerfed into oblivion. Both weapons are not even wanted by most players. The ST chain mechanic is crap. The Dragoon is basically an OP Taran with Zeus range. Or maybe an Arbalest SR? Hell IDK anymore what they are trying to do anyway. I mean, do you think Pix got a lot of requests like this: "need new weapons to make MR even more powerful than it already is because there is too much brawling nowadays!"? I sure don't. So not only are they weapons we don't want, (to go with modes and bots we didn't want) but they are so OP that it is almost impossible to use them and get any freaking enjoyment or satisfaction out of it unless you club baby seals IRL. Thanks for uploading, sir adriannnnnn , as always!
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bushdr
Destrier
Posts: 35
Karma: 19
Platform: Android
Clan: One Thousand Skulls
League: Champion
Server Region: Europe
Favorite robot: Carnage
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Post by bushdr on Feb 7, 2018 17:21:16 GMT -5
Review of the Dragoon at MK2. Final thoughts - this weapon needs to be nerfed down. Any weapon at MK2 is powerful and the Dragoon is just a more effective and efficient Redeemer. However the Dragoon isn't really a problem like the ridiculous SHOCKTRAINS. Now that's a weapon to complain and get angry about.
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Post by adriannnnnn on Feb 7, 2018 17:25:40 GMT -5
Review of the Dragoon at MK2. Final thoughts - this weapon needs to be nerfed down. Any weapon at MK2 is powerful and the Dragoon is just a more effective and efficient Redeemer. However the Dragoon isn't really a problem like the ridiculous SHOCKTRAINS. Now that's a weapon to complain and get angry about. Shocktrains are definitely a problem and I still think we'll see further nerfs to that weapon. I also don't think players realize yet what kind of a problem we'll have with Dragoons. The way I took down those Haechis that were MK2 and the one Griffin. Imagine a squad running 3-4 of them at once. We might actually need the Shocktrains to counter it... weird I'm even saying that but I can definitely see that happening.
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Post by yhwhnazarite on Feb 7, 2018 17:29:29 GMT -5
Adrian... if you could pick any bot to win (b/c of the #wrgotyourback challenge - not sure of exact spelling btw on the hashtag lol)... which bot would you choose? Will the Spectre change the current META of the game? Or do you think looking forward with the dragoon and other plasma weapons being dominant, that the bulgasari still has an edge? Thanks! ***And one last question/comment... don't you think the spectre completely makes the doc obsolete? Or is there an advantage to not shooting all 4 weapons at the same time, not being able to jump and not having stealth lol?
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Post by adriannnnnn on Feb 7, 2018 17:40:00 GMT -5
Adrian... if you could pick any bot to win (b/c of the #wrgotyourback challenge - not sure of exact spelling btw on the hashtag lol)... which bot would you choose? Will the Spectre change the current META of the game? Or do you think looking forward with the dragoon and other plasma weapons being dominant, that the bulgasari still has an edge? Thanks! ***And one last question/comment... don't you think the spectre completely makes the doc obsolete? Or is there an advantage to not shooting all 4 weapons at the same time, not being able to jump and not having stealth lol? If I had to choose a bot right now I would go Bulgasari first. Spectre although I've run it, I'm actually not sure yet whether it's better than an Inquisitor. I've done a lot of damage but that doesn't always equate to being "better". The problem also with the Spectre is that you have to get it to MK2 otherwise you won't survive for long which makes the Inquisitor more appealing because of that.
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Post by adriannnnnn on Feb 7, 2018 17:40:49 GMT -5
***And one last question/comment... don't you think the spectre completely makes the doc obsolete? Or is there an advantage to not shooting all 4 weapons at the same time, not being able to jump and not having stealth lol? Sorry, forgot to answer this question but yes it makes the Doc obsolete.
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bushdr
Destrier
Posts: 35
Karma: 19
Platform: Android
Clan: One Thousand Skulls
League: Champion
Server Region: Europe
Favorite robot: Carnage
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Post by bushdr on Feb 7, 2018 17:46:30 GMT -5
Any weapon at MK2 is powerful and the Dragoon is just a more effective and efficient Redeemer. However the Dragoon isn't really a problem like the ridiculous SHOCKTRAINS. Now that's a weapon to complain and get angry about. Shocktrains are definitely a problem and I still think we'll see further nerfs to that weapon. I also don't think players realize yet what kind of a problem we'll have with Dragoons. The way I took down those Haechis that were MK2 and the one Griffin. Imagine a squad running 3-4 of them at once. We might actually need the Shocktrains to counter it... weird I'm even saying that but I can definitely see that happening. I've run a few games with Warlock and his set on a Fury and they're definitely strong but as I said before, still not as game braking as MK2 Shocktrains
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Post by yhwhnazarite on Feb 7, 2018 17:48:36 GMT -5
Thanks adriannnnnn! New to this forum, was trying to just "like" your comment or reply directly, not knowing how lol. Appreciate the feedback! Bless you!
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bushdr
Destrier
Posts: 35
Karma: 19
Platform: Android
Clan: One Thousand Skulls
League: Champion
Server Region: Europe
Favorite robot: Carnage
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Post by bushdr on Feb 7, 2018 17:49:09 GMT -5
***And one last question/comment... don't you think the spectre completely makes the doc obsolete? Or is there an advantage to not shooting all 4 weapons at the same time, not being able to jump and not having stealth lol? Sorry, forgot to answer this question but yes it makes the Doc obsolete. The Doc definitely needs a speed and hp buff to make up for it.
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Post by adriannnnnn on Feb 7, 2018 17:56:37 GMT -5
Shocktrains are definitely a problem and I still think we'll see further nerfs to that weapon. I also don't think players realize yet what kind of a problem we'll have with Dragoons. The way I took down those Haechis that were MK2 and the one Griffin. Imagine a squad running 3-4 of them at once. We might actually need the Shocktrains to counter it... weird I'm even saying that but I can definitely see that happening. I've run a few games with Warlock and his set on a Fury and they're definitely strong but as I said before, still not as game braking as MK2 Shocktrains It might actually be the counter to the Shocktrain since it has 600m range.
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Post by adriannnnnn on Feb 10, 2018 12:14:05 GMT -5
A basic guide for King of the Hill including some gameplay.
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Post by bronzeknee on Feb 10, 2018 18:46:48 GMT -5
Adrian, I think you're misunderstanding KOTH a bit.
The beacon that is active has a certain amount of capture points that drop overtime regardless of who is holding the beacon (also drains if no one holds the beacon), think of the circle as an hourglass with sand draining out of it, the sand being capture points. So at 5:10 when you go to capture that beacon, you're capturing a beacon with almost no capture points left on it. You'd be much better off going to the next beacon, especially since the sand drains out of hourglass faster the more people are on a beacon.
Frequently, you're better off going to the next beacon then fighting the enemy for the existing beacon. Often by the time you kill the enemy and take the beacon, they've already drained at least half it, and then when they respawn they can beat you to the next beacon in a fresh robot, while you limp over in one that is beat up.
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Post by Pilot Moby_dic on Feb 10, 2018 19:54:52 GMT -5
Any weapon at MK2 is powerful and the Dragoon is just a more effective and efficient Redeemer. However the Dragoon isn't really a problem like the ridiculous SHOCKTRAINS. Now that's a weapon to complain and get angry about. Shocktrains are definitely a problem and I still think we'll see further nerfs to that weapon. I also don't think players realize yet what kind of a problem we'll have with Dragoons. The way I took down those Haechis that were MK2 and the one Griffin. Imagine a squad running 3-4 of them at once. We might actually need the Shocktrains to counter it... weird I'm even saying that but I can definitely see that happening. Would two Dragoons on a Carnage be lethal...or you need three on a Fury?
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Post by adriannnnnn on Feb 11, 2018 9:41:13 GMT -5
Shocktrains are definitely a problem and I still think we'll see further nerfs to that weapon. I also don't think players realize yet what kind of a problem we'll have with Dragoons. The way I took down those Haechis that were MK2 and the one Griffin. Imagine a squad running 3-4 of them at once. We might actually need the Shocktrains to counter it... weird I'm even saying that but I can definitely see that happening. Would two Dragoons on a Carnage be lethal...or you need three on a Fury? Yes it would be deadly. It would actually give more purpose to the Carnage as well. The 3 on the Fury is the ultimate damage dealer since you have more of them mounted. Similar to comparing a Carnage Zeus vs Fury Zeus.
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Post by adriannnnnn on Feb 11, 2018 9:41:46 GMT -5
A look at the Pursuer with some gameplay. Looks like we have an Ankle-Biter 3.0 on the horizon lol.
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Post by adriannnnnn on Feb 11, 2018 9:44:19 GMT -5
Adrian, I think you're misunderstanding KOTH a bit. The beacon that is active has a certain amount of capture points that drop overtime regardless of who is holding the beacon (also drains if no one holds the beacon), think of the circle as an hourglass with sand draining out of it, the sand being capture points. So at 5:10 when you go to capture that beacon, you're capturing a beacon with almost no capture points left on it. You'd be much better off going to the next beacon, especially since the sand drains out of hourglass faster the more people are on a beacon. Frequently, your better off going to the next beacon then fighting the enemy for the existing beacon. Often by the time you kill the enemy and take the beacon, they've already drained at least half it, and then when they respawn they can beat you to the next beacon in a fresh robot, while you limp over in one that is beat up. Ohhhh ok. Thanks for clarifying. This game mode needs a guide or something on their site. I was trying to figure out the points system too and how that works but no one has been able to direct me to a link or anything. So... if a beacon is half drained then it's not really worth going for that beacon. A much better approach would be going to the next beacon so that you can capitalize on more of the capture points. Hope I got that right?
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Post by darkknight on Feb 11, 2018 10:07:59 GMT -5
Adrian, I think you're misunderstanding KOTH a bit. The beacon that is active has a certain amount of capture points that drop overtime regardless of who is holding the beacon (also drains if no one holds the beacon), think of the circle as an hourglass with sand draining out of it, the sand being capture points. So at 5:10 when you go to capture that beacon, you're capturing a beacon with almost no capture points left on it. You'd be much better off going to the next beacon, especially since the sand drains out of hourglass faster the more people are on a beacon. Frequently, your better off going to the next beacon then fighting the enemy for the existing beacon. Often by the time you kill the enemy and take the beacon, they've already drained at least half it, and then when they respawn they can beat you to the next beacon in a fresh robot, while you limp over in one that is beat up. Ohhhh ok. Thanks for clarifying. This game mode needs a guide or something on their site. I was trying to figure out the points system too and how that works but no one has been able to direct me to a link or anything. So... if a beacon is half drained then it's not really worth going for that beacon. A much better approach would be going to the next beacon so that you can capitalize on more of the capture points. Hope I got that right? If some blues are standing at the site where next beacon will spawn then it’s worth liberating beacon beacuase it would matter at the end when both bar are filled equally . Also you get some capture points by capturing a beacon ( not sure if we get them by liberating beacons mostly not but you do capture it again so you get some points) . Usually if you get centre and two beacons near home ( even if single blue is there) then game will end in second cycle ( it is a pattern). Usually matches are over in 6-7 min like that. What bronzknee said is true but if beacon capture points is more compared to points you get by standing there then it is worth liberating and taking that beacon. Have to do a custom match and check it out
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Post by bronzeknee on Feb 11, 2018 14:58:39 GMT -5
Yeah you've got it Adrian. It is a really interesting mode, but has some serious issues.
Your team can control how fast the beacon drains by how many people are on the beacon. So if your team is behind on capture points, just leave one player on it as it will slow the drain to a crawl giving 4 players a chance to get in position for the next beacon. You can dominate KOTH matches with a squad like that if you run slower robots.
As I mentioned, often the better approach is going for the next beacon cause it has more capture points that the current beacon, unless the current beacon was A) recently taken and B) you can guarantee you can take it. And if you have the current beacon and they overload on the next beacon, just take the next next beacon. Honestly, the beacons switch too fast if you are working as a squad of 5 and all capturing each beacon (draining the points fast) for all but perhaps a team of Striders. This makes the gameplay stale if you run solo as the only beacon where any shots are exchanged is usually the middle, everyone else just sits on the beacons close to the spawn to collect capture while the enemy team sits on the next beacon which is close to their spawn, and teams just run between their close to home beacons.
Because of how fast the beacons change, in time I believe people will begin to run more powerful robots instead of speedy one and just walk between two beacons that they know they can move between and capture points as they cycle. Get two squads of brawlers going doing that between 3 beacons, and you can ignore the other two and not play the chasing game. I've done that with success, but it takes a squad.
In the end, I think it is a flawed idea for a game mode that should be removed. There is a lot of just sitting on beacons and not a lot of fighting.
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Post by adriannnnnn on Feb 11, 2018 20:11:12 GMT -5
Gameplay of the Mercury robot. A play off the Inquisitor but I actually prefer this gameplay more.
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Post by SuperHero on Feb 11, 2018 20:25:29 GMT -5
Would two Dragoons on a Carnage be lethal...or you need three on a Fury? Yes it would be deadly. It would actually give more purpose to the Carnage as well. The 3 on the Fury is the ultimate damage dealer since you have more of them mounted. Similar to comparing a Carnage Zeus vs Fury Zeus. I've been using a Dragoon Fury as well and I also concur that it's OP. That being said, I like the fact that it finally gives the Fury a bit more survivability in a Dash and Shocktrain world. I also agree that I suspect that it was built to counter the Shocktrains. And as a result i like it a lot. I've run some experiments and the craziest thing I've noticed is the awesome accuracy of the weapon. One full salvo will break through a Lancelot shield thanks to the pinpoint accuracy. It's fire-rate is decent but is at least countered by the slow reload. A jumping Griffin is nearly dead by the time it lands. I actually think the nerf doesnt need to be massive as long as they make it hard enough to purchase or attain. But we all know money is kind.
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Post by adriannnnnn on Feb 12, 2018 12:03:30 GMT -5
Gameplay of the Spectre Storm. Is this the next Carnage Thunder?
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