Thoughts on Device's
Energy Burn Mace:
Many people forget about the special effects on their melee weapons, I personally believe that the robotics effect is the most potent as it drains 15 energy per strike if you hit their back. This allows you to drain the Energy of enemy medics (assaults if no medic is in sight) by an extremely large amount, both
classes become almost useless once their energy is depleted as they cannot even jetpack to safety.
Rumble Blaster:
This weapon is key to building boost in AvA games for Turret specs, with no skill points in the Rumble it explodes the second it passes through the hole on the roof(Defensive). In offensive games it is also a very powerful weapon, this is mainly because of its AoE and its ability to bounce off surfaces. This is especially true on the Factory map on point 1, 90% of the time enemy robo's and their setup's are underneath the platforms when fired underneath it allows you to hit multiple targets. This allows you to almost always hit them thus gaining you vital boost.
Energy Rifle:
I do not rate this gun whatsoever, but that's just me.
Tempest Shotgun:
The Holy Weapon of Drone Robo's, massive damage up close combined with knockback and the 15% extra speed from Super supporter makes you one of the best medic harassers in the game. Each shot (If every slug hits, it will in close range) does 500-600 damage and enemy's can take a serious beating.
Arc Repair Arm:
Don't really rate this repair arm. Its nice for setting up fast but lacks the raw healing and damage boost of the focus arm.
Focus Repair Arm:
God this repair arm is a god, seriously. You can out heal some serious damage on your turret (less so on other deployable's such as med station as it doesn't have the damage resistance) and the damage boost you get is very strong.
Drones:
Eye Drone:
This is a fairly useful drone in lower levels as there are not many other options, the only drone I would rate below it is the Harrier drone. Its stealth detection is nice but the fact it isn't mobile is a giant weakness as they can just run out of its attack radius. Overall this is a fairly bad drone.
Hornet Drone:
One of the best drones you can bring with you. It does great flat damage and the fact that it is AOE just adds even more to its package. It also does a ridiculous amount of damage against enemy mechanicals, the enemy robo cannot heal through its damage, he can slow down its death but it WILL die.
Lockdown Drone:
HOLY JESUS BATMAN! The most powerful drone you have, if you bring it out it you will win in a 1v1 fight and often 2v1. If it targets enemy medics (Can be difficult as it targets the closest targets) in AvA it is the third most important target (1st Turrets, 2nd pain gunned targets) for your team to attack. If you go drone robo spec this up to rank 3 as the slow does not improve at rank 4.
Harrier Drone/Grizzly
The Harrier drone is good yes but the Grizzly is just better, seeing as turrets are THE most important targets it beats it in almost every way. Its DPS is only slightly lower than that of the harrier and its EMP burn and protection debuff against mechanicals is far more useful.
Turrets:
Personal Turret:
I believe this to be the most potent turret out of all of them. Its range may be short but it is built in a matter of seconds therefore can be repositioned to counter a heavy attack. Its cooldown is very small as well meaning that by the time they have destroyed it will be ready again to place. It's firing arc is also the largest of them all, this means that if placed in a corner they have to stand in the corner in order to not be attacked by it, this leaves them highly susceptible to the knockback of the minigun as its knockback is large enough to counter any movement. Overall I rate this the best turret.
Auto cannon:
I'm not sure on this turret, it has the cons of the rocket turret and none of the pros from the personal turret. I can't really rate this turret as I don't really use it seeing as I don't see a point to it.
Rocket Turret:
This turret is good for certain game modes in pugs where the personal turret falls short a little bit, for example most stages in payload require you to be further away at a higher vantage point, and the AOE really kicks in. I also find it good in Demolition as it can get more damage in overall as it can attack the robot from a longer distance and damage its healers. Long cooldown however still makes me prefer the personal turret.
Support Devices:
Sensor:
The sensor is the best AvA support deployable as most of your team is within its range. The damage boost your team gains from this is substantial as well (aprox 30% when you spec for it). Its large range also means that you can hide it round a corner where it is safe and still get its buff, this is not true with the power station or the medical crate and become very susceptible to enemy fire .If you have few device points left the sensor is the best thing you can pick up for turret spec seeing as only the range increases and the damage stays the same.
Medical Crate:
A VERY powerful device, when spec'd, it hits normal players for about 380 per second and hits tanks for about 420 if they put skill points in the appropriate place. Though its cure rate has been dramatically reduced it is still powerful as it removes the devastating effect healing taken reduction effect. This is a powerful device yes, but only while it is alive, its effect is very obvious and is often targeted, combined with the fact that it has no damage reduction like the turrets it is extremely difficult to out heal the damage when it is focused and is normally futile.
Power Station:
Another powerful device as it allows pretty much continuous healing from you and medics. Its protection buff is also fairly potent as it also effects your turret making it harder to take down. It however has another very obvious effect and though a lower priority to enemies it is still taken down quickly. Its range is also very small, if it is going to be effective at all you need to be spec'd in all the skill points that improve these devices (Station Radius, Station Buff and Cyber Specialist) to make the power station effective whatsoever as it gets 100% more effective and improves its tiny radius.
Forcewall:
One of my favourite devices for AvA and PvE. Provides great offensive and defensive properties. An extremely effective offensive strategy is to create a cross shaped shield on the point with the help of a second robo, it helps provide great cover to medics as they can 'dance' around them. In defence I find it more useful to place it in front of your turret, this is mainly because as long as your turret is up that is what is going to be focused on the most.
Robotics Turret Spec : This spec is my main Robo build. It is powerful in both AvA and normal PvP
Robotics Turret Spec : http://serv.hexagenda.com/skills/robotics.html#booje003
Device points AvA:
1 Rumble
4 Focus Repair
3 Personal Turret
3 Sensor
4 Forcewall
Device points in PvP (Not grouped):
1 Rumble
4 Focus Repair
2 Personal Turret
4 Med Crate
4 Powerstation
Robotics Turret Survival Spec: I use this spec if we are going to fight a very good team such as legendary because I need all the defences I can as a beacon carrier.
Device points AvA:
1 Rumble
4 Focus Repair
3 Personal Turret
3 Sensor
4 Forcewall
Robotics Survival Spec : http://serv.hexagenda.com/skills/robotics.html#v8oi8483
Robotics PVP Drone: I use this spec only in Pugs in pvp because I'm always the designated beacon carrier, if we have more than 2 robo's one of them is a drone spec to harass enemy medics, though we have been known to run triple turret spec before.
4 Tempest
1 Focus Repair
3 Hornet
2 Grizzly
3 Lockdown
Robotics PVP Drone: http://serv.hexagenda.com/skills/robotics.html#bag00jd7
Robotics PVE Drone: I don't normally pve as drone so I dont really have a perfect device setup but i did figure out an awesome skill spec.
Robotics PVE Drone: http://serv.hexagenda.com/skills/robotics.html#nco00j53
ADVANCED TIPS AND TRICKS
1. Rank 2 sensor is bugged, with 2 robo's always have one with rank 2 sensor and one with rank 4 as these stack providing your team with a unholy amount of damage.
2. If an assault uses perfect target stand between him and you turret and your turret will ignore the assault and continue shooting at enemies in the area still open. Best used with personal turret.
3. Heal other robotics set ups, this gives u an insane amount of boost, healing your own stuff does not.
4. Setting up the beacon when the shield time has ended gives u about 6 boost, only do this when you know no one is around as it is risky.
5. When setting up just tap the right mouse button every 0.5 of a second or so as it builds just as fast and keeps up your energy reserves.
6. If your turret is taking very little damage then just tap the right mouse button on it to give it the %damage increase without wasting energy.
PS Cant believe i forgot 3,4,5 AND 6 =/ Its second nature to me lol
I will add more tips and tricks to this post as a find them/remember them. And i will attempt to give people pointers for beacon carrying in game and perhaps train in the VR.
Energy Burn Mace:
Many people forget about the special effects on their melee weapons, I personally believe that the robotics effect is the most potent as it drains 15 energy per strike if you hit their back. This allows you to drain the Energy of enemy medics (assaults if no medic is in sight) by an extremely large amount, both
classes become almost useless once their energy is depleted as they cannot even jetpack to safety.
Rumble Blaster:
This weapon is key to building boost in AvA games for Turret specs, with no skill points in the Rumble it explodes the second it passes through the hole on the roof(Defensive). In offensive games it is also a very powerful weapon, this is mainly because of its AoE and its ability to bounce off surfaces. This is especially true on the Factory map on point 1, 90% of the time enemy robo's and their setup's are underneath the platforms when fired underneath it allows you to hit multiple targets. This allows you to almost always hit them thus gaining you vital boost.
Energy Rifle:
I do not rate this gun whatsoever, but that's just me.
Tempest Shotgun:
The Holy Weapon of Drone Robo's, massive damage up close combined with knockback and the 15% extra speed from Super supporter makes you one of the best medic harassers in the game. Each shot (If every slug hits, it will in close range) does 500-600 damage and enemy's can take a serious beating.
Arc Repair Arm:
Don't really rate this repair arm. Its nice for setting up fast but lacks the raw healing and damage boost of the focus arm.
Focus Repair Arm:
God this repair arm is a god, seriously. You can out heal some serious damage on your turret (less so on other deployable's such as med station as it doesn't have the damage resistance) and the damage boost you get is very strong.
Drones:
Eye Drone:
This is a fairly useful drone in lower levels as there are not many other options, the only drone I would rate below it is the Harrier drone. Its stealth detection is nice but the fact it isn't mobile is a giant weakness as they can just run out of its attack radius. Overall this is a fairly bad drone.
Hornet Drone:
One of the best drones you can bring with you. It does great flat damage and the fact that it is AOE just adds even more to its package. It also does a ridiculous amount of damage against enemy mechanicals, the enemy robo cannot heal through its damage, he can slow down its death but it WILL die.
Lockdown Drone:
HOLY JESUS BATMAN! The most powerful drone you have, if you bring it out it you will win in a 1v1 fight and often 2v1. If it targets enemy medics (Can be difficult as it targets the closest targets) in AvA it is the third most important target (1st Turrets, 2nd pain gunned targets) for your team to attack. If you go drone robo spec this up to rank 3 as the slow does not improve at rank 4.
Harrier Drone/Grizzly
The Harrier drone is good yes but the Grizzly is just better, seeing as turrets are THE most important targets it beats it in almost every way. Its DPS is only slightly lower than that of the harrier and its EMP burn and protection debuff against mechanicals is far more useful.
Turrets:
Personal Turret:
I believe this to be the most potent turret out of all of them. Its range may be short but it is built in a matter of seconds therefore can be repositioned to counter a heavy attack. Its cooldown is very small as well meaning that by the time they have destroyed it will be ready again to place. It's firing arc is also the largest of them all, this means that if placed in a corner they have to stand in the corner in order to not be attacked by it, this leaves them highly susceptible to the knockback of the minigun as its knockback is large enough to counter any movement. Overall I rate this the best turret.
Auto cannon:
I'm not sure on this turret, it has the cons of the rocket turret and none of the pros from the personal turret. I can't really rate this turret as I don't really use it seeing as I don't see a point to it.
Rocket Turret:
This turret is good for certain game modes in pugs where the personal turret falls short a little bit, for example most stages in payload require you to be further away at a higher vantage point, and the AOE really kicks in. I also find it good in Demolition as it can get more damage in overall as it can attack the robot from a longer distance and damage its healers. Long cooldown however still makes me prefer the personal turret.
Support Devices:
Sensor:
The sensor is the best AvA support deployable as most of your team is within its range. The damage boost your team gains from this is substantial as well (aprox 30% when you spec for it). Its large range also means that you can hide it round a corner where it is safe and still get its buff, this is not true with the power station or the medical crate and become very susceptible to enemy fire .If you have few device points left the sensor is the best thing you can pick up for turret spec seeing as only the range increases and the damage stays the same.
Medical Crate:
A VERY powerful device, when spec'd, it hits normal players for about 380 per second and hits tanks for about 420 if they put skill points in the appropriate place. Though its cure rate has been dramatically reduced it is still powerful as it removes the devastating effect healing taken reduction effect. This is a powerful device yes, but only while it is alive, its effect is very obvious and is often targeted, combined with the fact that it has no damage reduction like the turrets it is extremely difficult to out heal the damage when it is focused and is normally futile.
Power Station:
Another powerful device as it allows pretty much continuous healing from you and medics. Its protection buff is also fairly potent as it also effects your turret making it harder to take down. It however has another very obvious effect and though a lower priority to enemies it is still taken down quickly. Its range is also very small, if it is going to be effective at all you need to be spec'd in all the skill points that improve these devices (Station Radius, Station Buff and Cyber Specialist) to make the power station effective whatsoever as it gets 100% more effective and improves its tiny radius.
Forcewall:
One of my favourite devices for AvA and PvE. Provides great offensive and defensive properties. An extremely effective offensive strategy is to create a cross shaped shield on the point with the help of a second robo, it helps provide great cover to medics as they can 'dance' around them. In defence I find it more useful to place it in front of your turret, this is mainly because as long as your turret is up that is what is going to be focused on the most.
Robotics Turret Spec : This spec is my main Robo build. It is powerful in both AvA and normal PvP
Robotics Turret Spec : http://serv.hexagenda.com/skills/robotics.html#booje003
Device points AvA:
1 Rumble
4 Focus Repair
3 Personal Turret
3 Sensor
4 Forcewall
Device points in PvP (Not grouped):
1 Rumble
4 Focus Repair
2 Personal Turret
4 Med Crate
4 Powerstation
Robotics Turret Survival Spec: I use this spec if we are going to fight a very good team such as legendary because I need all the defences I can as a beacon carrier.
Device points AvA:
1 Rumble
4 Focus Repair
3 Personal Turret
3 Sensor
4 Forcewall
Robotics Survival Spec : http://serv.hexagenda.com/skills/robotics.html#v8oi8483
Robotics PVP Drone: I use this spec only in Pugs in pvp because I'm always the designated beacon carrier, if we have more than 2 robo's one of them is a drone spec to harass enemy medics, though we have been known to run triple turret spec before.
4 Tempest
1 Focus Repair
3 Hornet
2 Grizzly
3 Lockdown
Robotics PVP Drone: http://serv.hexagenda.com/skills/robotics.html#bag00jd7
Robotics PVE Drone: I don't normally pve as drone so I dont really have a perfect device setup but i did figure out an awesome skill spec.
Robotics PVE Drone: http://serv.hexagenda.com/skills/robotics.html#nco00j53
ADVANCED TIPS AND TRICKS
1. Rank 2 sensor is bugged, with 2 robo's always have one with rank 2 sensor and one with rank 4 as these stack providing your team with a unholy amount of damage.
2. If an assault uses perfect target stand between him and you turret and your turret will ignore the assault and continue shooting at enemies in the area still open. Best used with personal turret.
3. Heal other robotics set ups, this gives u an insane amount of boost, healing your own stuff does not.
4. Setting up the beacon when the shield time has ended gives u about 6 boost, only do this when you know no one is around as it is risky.
5. When setting up just tap the right mouse button every 0.5 of a second or so as it builds just as fast and keeps up your energy reserves.
6. If your turret is taking very little damage then just tap the right mouse button on it to give it the %damage increase without wasting energy.
PS Cant believe i forgot 3,4,5 AND 6 =/ Its second nature to me lol
I will add more tips and tricks to this post as a find them/remember them. And i will attempt to give people pointers for beacon carrying in game and perhaps train in the VR.
Edited by
The_Doctor 5 months ago
(best done with tempest)
