This is just my opinion based on my playstyle, other play styles may allow you to play each weapon differently, but this seems to be the general way I see each gun played
This is just my opinion based on my playstyle, other play styles may allow you to play each weapon differently, but this seems to be the general way I see each gun played
This is just my opinion based on my playstyle, other play styles may allow you to play each weapon differently, but this seems to be the general way I see each gun played
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