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SMG Overview

Goal: Maintain/push positions while


making space for your team

Uses: general frontline jobs, pushing,


cleaning up kills, crippling enemies for
teammates, denying heals, creating
space, taking agro

Pros: sustained damage, jack of all


trades, good at cutting off parts of a
bot

Cons: requires to you be exposed longer


to do damage than other guns, needs to
hit consecutive shots to do any real
damage, inaccurate

Additional: Carbon mega smg fires from


a different part of the gun than normal
mega smg does
Plasma Overview
Goal: Break up groups of enemies, do
damage and get out if enemy turns agro
towards you, cripple ground, finish kills

Uses: Able to punish enemies with bad


awareness or positioning, break up groups or
cripple them, combat ground healing circles

Pros: Great damage, large AOE makes It


ideal for crowd control against ground

Cons: Hard to hit air bots, large energy


commitment, not useful for shooting specific
parts

Additional: Often aiming at the dust circle


under hovers (unless on low gravity) will result
in a more likely hit than aiming at the bot
itself
Nano Overview
Goal: Support team during pushes, save
downed teammates, calling out what the
team should do, not being damaged

Uses: Dedicated, general team support, side


weapon for down times where you are
healing, or a teammate is being focused

Pros: Great for helping the frontline


maintain pressure, healing people so they can
get back into the fight faster

Cons: Draws as much energy as an smg, can


easily be over used, resulting in more time
being shot and less time doing damage

Additional: Sometimes it's better to let


someone die in order to have energy to heal
the other three, than waste your energy
healing someone who is going to die
regardless and may cost you and/or another
teammate to also die
Mortar Overview
Goal: Denying ground positions, punishing
people who go out of position, crowd control

Uses: Shooting enemies from positions they


cannot shoot, denying a position, breaking up
or crippling groups of enemies, cover

Pros: Respectable damage, large AOE radius


making it very useful in BA for contesting a
point without needing to be on the point, can
obstruct enemy vision slightly

Cons: Only useable vs enemies close to


terrain, normally weak to plasma, hard to use
when enemies are lower than you or close to
you, often requires rail or flak to be viable
without team support

Additional: Mortar is as much a front line


pushing weapon as it is a support weapon,
this just depends on your playstyle, it is much
easier to shoot people up hill or against walls
than downhill or close to you so consider
baiting people against walls or down a hill
Rail Overview
Goal: Maintain, or create openings to push
positions, while supporting the front line and
watching flanks

Uses: crippling enemies, finishing kills,


shooting off weapons, cutting off parts of the
map, providing cover for team when they
need it

Pros: Good at burst damage, and long range


situations, can be used effectively vs ground
and air

Cons: Slow fire rate, large gun often leaves


little room for redundancy

Additional: Turning mega rail sideways can


create a noticeable change in hitbox which
may allow a bot to be more compact
Flak Overview
Goal: Denying air space, punishing people
who go out of position

Uses: Controlling enemy during a push, or


preventing them from pushing you, killing
slow or out of position air units

Pros: Massive damage when allowed to build


up damage, easy to aim, great for putting
players against terrain for teammates or a
side weapon to more easily hit them

Cons: Horrible at long range or killing ground,


requires a side weapon to really be effective

Additional: Flak can pair extremely well with


plasma or mortar, and to some extent with
ions (though I prefer rail for that), when used
with mortar shoot the mortar up in the air
first and then switch to flak to force enemies
to remain low so the mortar can hit them
Ion Overview
Goal: Deal high crippling damage to anything
which gets too close to them, or can be used
similar to tesla

Uses: quickly crippling or killing enemies


close to you, sometimes making people not
want to come close allowing you to cap

Pros: High damage and decent health, excels


in close range when used right making it a
good choice for contesting points or bots who
lack reliable close range damage

Cons: Gun rotation makes it easier to miss


than you might think, firing speed means that
you must hit all your shots or swap to other
weapons while waiting to maximize damage

Additional: Ions can be used well as


secondaries on many bots, giving them a
strong reliable source or close range damage
that may cover weaknesses of the other
weapons on that bot
Loml Overview
Goal: Annoy, distract, or punish enemies

Uses: Can be great for punishing someone in


an open area, or making people rethink a
push, can draw agro or capitalize on pinching
enemies as they push your team, controlling
where enemies position themselves

Pros: Very annoying lock on sound,


surprisingly decent damage when all missiles
hit

Cons: Missiles can be easy to dodge when


close to cover or by running at the Loml, takes
a while to lock on, cannot be dumb fired
reliably or effectively

Additional: These tend to work best on fast


agile planes, allowing them to constantly
harass and spot the enemy for their team,
while forcing the enemy to change targets or
remain in cover
Chain Overview
Goal: Pushing the enemy at close to medium
range, sustained damage

Uses: Front line bots with either the ability to


dodge damage (through DSM or mobility), or
on tanky builds meant to tank agro and force
the enemy to reposition

Pros: Good damage, low energy use, easy to


aim

Cons: Requires dedication and planning to


use effectively due to lack of immediate
damage

Additional: while chain is not necessarily


strong compared to ions and SMG, the low
energy use can make it very beneficial as a
front line when a team supports it
Tesla Overview
Goal: Ambush support players, or players
separated from the group, essentially a pick
class

Uses: Good at both crippling lone enemies,


or cleaning up already crippled ones, also
good at causing a distraction or taking
advantage of a push to pinch the enemies

Pros: Relatively high damage, despite saying


melee it seems to have the range of a
shotgun, can actually stick to enemies if built
or used correcting making it very easy to get
kills if they do not react fast enough

Cons: Easy to shoot off, useless alone often


needing the team to create an opening or find
someone who split off from their team, can be
entirely negated by good teamwork and
awareness from enemies if their team doesn’t
apply pressure

Additional: Tesla is best used with speed


focused bots, and requires timing more than
anything to be effective
Psk Overview
Goal: Stop auto heal, finish tumble weed
enemies, harassment, memes?

Uses: Preventing fragile glass cannons from


getting too close, annoying people, dealing
reliable (but low) damage to small agile bots,
bee memes

Pros: Easy to aim, annoying, smallish gun to


shoot

Cons: Low damage, short range, high CPU


cost, relatively high energy usage for the
damage they deal

Additional: If you choose to use these they


work best on, speed planes, bots which use
modules to make them a bit less screwed
when someone gets close or annoyed with
them, potted plant

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