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Hey folks! Huge props to kukurukukufor compiling the latest Legends League list. Based on the data, we can see that as of May, the Ares is still hugely dominant. There's no doubt that Ares is going to continue to be an important part of the meta.



People are still discovering how pilots will affect the game.



A few members of our clan have done some really extensive number crunching, playtesting as solo pilots, and squadding against top clans. A lot of data from clan mates like Robbie, Chino Q, Adrian, Brian (Dark Warrior), and countless others. Here are my predictions for champion league play:



Ares will remain relevant, but its impact on the game will be greatly reduced. Why? Continue reading!



Loki will become an important dynamic factor.

Several bots that were sliding in the meta rankings will now become relevant again. Hooray for more hangar versatility!

Anti control module will assert its value in both defensive and offensive ways. Useful for all bots, but more impactful to Speed bots.

War Robots is a game where most bots already played certain roles. But the release of pilots will make those roles even clearer. I like to put bots into 4 key categories:



Tanks

Speed bots Support-hybrid bots Damage bots



I've ordered the above by how much I feel they've benefitted from the recent Pilots update. And I'll be giving my opinions on what I consider the top meta bots in their respective roles, focusing on Tanks and Speed Bots first. If the community finds value in this, I'm happy to add more content later.







TANKS

Welcome to the latest meta, where tanks will reign supreme. The main role of the tank is to be a damage sponge. Tanks are the main reason that Ares's impact will be reduced. Need to break an Ares train? Suppress them with an Invader. Need to defend a beacon? Spawn a Fenrir or Falcon. Ares trains will still be powerful, but they become less effective against a couple of tanks flanked by good support.



Preliminary observations (about 100 games) have shown that defensive pilot skills outperform their offensive counterparts. These skills push tanks to new heights and allow them to successfully shrug off an Ares retribution. Tanks can help your team slowly win a war of attrition. As time goes on, I think we're going to see many hangars running 2 or more tanks. And the way to make room for tanks is to reduce the # of Ares. Top tier tanks are, in no particular order:





FALCON. You've likely seen Adrian's video. And if you've caged your Falcon, then it may be time to let him fly again. Falcon is the ultimate economy damage sponge. Relatively cheap to upgrade, and you'll only have to worry about one weapon. Good luck trying to take one down 1v1. Primary role: Damage sponge.



Strengths: Can soak up north of 1 million damage. Good for sitting on a critical beacon.

Weaknesses: Low firepower. With only 1 heavy weapon, it's not going to dish out a lot of damage. But if you catch reds in a bad position, you can punish them.

Essential pilot skill(s): Traditionalist. The entire key to the Falcon tank. You may tailor other skills to your liking, but I'd recommend going mostly defensive.



Recommended weapon loadout: Glory, Viper, Avenger, Calamity.





FENRIR. The ultimate beacon defender. Around 360k health and 100k aegis shield combined with heavy firepower and defensive skills make the Fenrir a fearsome opponent. Shrugs off Ares retribution.

Primary role: Beacon defender. Damage sponge.

Strengths: Great firepower. Point blank nightmare to opposing reds.

Weaknesses: Slow. Not ideal for capturing beacons.

Essential pilot skill(s): Armor Expert, Mechanic, Tough Guy and other defensive skills.



Recommended weapon loadout: Close range weapons. Shotgun combinations (Glory, Corona, Storm). Avenger. Exodus, situationally. Thunder not recommended due to low damage.





INVADER. Versatile tank. Capable beacon defender, scary beacon assaulter. Invader has the highest potential natural health pool in the game. A timely suppression can buy your team enough time to help finish off defenders.

Primary role: Versatile tank. Break purple shield trains. Assault or defend beacons.

Strengths: Jump covers a lot of range. Jumping into a crowd of buildings from 280 meters away can devastate enemy defenders.

Weaknesses: Not quite as tanky as the Falcon and a weaker weapon loadout than the Fenrir.

Essential pilot skill(s): Tough Guy, Armor Expert, Wonderworker, Mechanic and other defensive skills of your choice.



Recommended weapon loadout: Close range weapons. Shotgun combos (Gust, Halo, Storm, Corona) all work really well. Try to mix in at least 1 rooting weapon. Blaze also works well, but can't hit stealthed opponents as effectively.







SPEED BOTS

While the verdict is still out, I believe speed bots got the biggest boost from the new anti control module and the second biggest boost from pilot skills. The anti control module now makes it possible for speed bots to aggressively capture an early beacon, more effectively create a middlegame distraction, or break up a Greek shield train.



LOKI. Previously seen mostly as a 「under bridge toll collector」ing type bot, Loki now moves its way into top tier play as either an early game beacon grabber or as the ultimate middle/late game distraction. As a middle/late game distraction, Loki can turn the tide of battle. Anti control makes it tough to stop. If you've never seen a boosted Loki with Adamant Road, it's a sight to behold!

Primary role: Super annoying (and often game changing) distractor.

Strengths: Infinite stealth!

Weaknesses: Switches to weapon mode very slowly. Susceptible to shotguns even while in stealth. Relatively modest firepower, since youâre going to be in stealth most of the time.



Essential pilot skill(s): Road hog, Adamant Road hog and then whatever you want.



Recommended weapon loadout: Shotguns, again. Weapons aren't super critical to the Loki, but with anti control, it's also one of the bots that can waltz right into an unsuspecting Greek bot shield and wipe him out.





STRIDER. A relative oldie, but goodie. In top clan play, the Strider's speed was often stifled by Ao Juns running lockdown ammo. But like the other speed bots on this list, the Strider will regain a lot of its effectiveness as an early game beacon runner.

Primary role: Aggressive opening game beacon control.

Strength: Speed! With the recent cooldown buff and 5 dashes and a solid weapon loadout, the Strider can be a really nasty opponent.



Weaknesses: Relatively squishy. Needs a highly skilled driver behind the wheels to get the most out of this bot.



Essential pilot skill(s): Choose-your-own-adventure. The Strider can benefit from both offensive and defensive skills.



Recommended weapon loadout: Too many to list. Light weapons can include Gust, Shredder, Halo, Spark, Blaze. Heavy weapons can include Glory, Avenger, Ember, Calamity, Redeemer (thanks for reminding me, Fluffy) and even Viper.





BLITZ. Blitz is a pretty versatile bot with a lot of firepower. Speedy little bot that can push for beacon control, but often works more effectively as an assassin. Equipped with anti control module, can now more effectively take down Ares.

Primary role: Assassin. Try to find isolated opponents and take them out. Or wait for the enemy to get distracted, and then rush in to finish him off.

Strength: Firepower and good speed + temporary defense when its Break in ability is activated.



Weaknesses. Like other speedy bots, can be very squishy. Not always great in a team fight.

Essential pilot skill(s): Choose-your-own-adventure. Like the Strider, the Blitz can benefit from both offensive and defensive skills.



Recommended weapon loadout: Shotguns. But I've seen some really effective Shredder and Spark Blitzes.





HELLBURNER. Hellburner is back as an effective early game beacon grabber! But with anti control, it's also effective to disrupt Ares trains or assassinate other bots. Pilot skills have also enhanced its overall effectiveness.

Primary role: Beacon control, Assassin, Ares train disruptor.

Strengths: Useful in any phase of the game. Powerful disruption.

Weaknesses. Tanks won't fear it as much as before. Doesn't always last very long on the battlefield.



Essential pilot skill(s): Invulnerable Raider, Road Hog, Adamant Road Hog, Destroyer.



Recommended weapon loadout: Glory-Halo, ECU setups with close range weapons (Glory, Ember, Avenger, Exodus), Ancile-ECU (still not bad)











HYBRID-SUPPORT

Mender

Tyr

Nemesis



DAMAGE

Ares

Ao Jun

Mercury

Hades



It's still very early! And we'll likely be discovering a lot more over the next several weeks. These are my opinions only. And yes, I expect some of them to eventually be wrong.



Thanks, folks!

Hey folks! Huge props to kukurukukufor compiling the latest Legends League list. Based on the data, we can see that as of May, the Ares is still hugely dominant. There's no doubt that Ares is going to continue to be an important part of the meta.People are still discovering how pilots will affect the game.A few members of our clan have done some really extensive number crunching, playtesting as solo pilots, and squadding against top clans. A lot of data from clan mates like Robbie, Chino Q, Adrian, Brian (Dark Warrior), and countless others. Here are my predictions for champion league play:War Robots is a game where most bots already played certain roles. But the release of pilots will make those roles even clearer. I like to put bots into 4 key categories:I've ordered the above by how much I feel they've benefitted from the recent Pilots update. And I'll be giving my opinions on what I consider the top meta bots in their respective roles, focusing on Tanks and Speed Bots first. If the community finds value in this, I'm happy to add more content later.Welcome to the latest meta, where tanks will reign supreme. The main role of the tank is to be a damage sponge. Tanks are the main reason that Ares's impact will be reduced. Need to break an Ares train? Suppress them with an Invader. Need to defend a beacon? Spawn a Fenrir or Falcon. Ares trains will still be powerful, but they become less effective against a couple of tanks flanked by good support.Preliminary observations (about 100 games) have shown that defensive pilot skills outperform their offensive counterparts. These skills push tanks to new heights and allow them to successfully shrug off an Ares retribution. Tanks can help your team slowly win a war of attrition. As time goes on, I think we're going to see many hangars running 2 or more tanks. And the way to make room for tanks is to reduce the # of Ares. Top tier tanks are, in no particular order:defenders.While the verdict is still out, I believe speed bots got the biggest boost from the new anti control module and the second biggest boost from pilot skills. The anti control module now makes it possible for speed bots to aggressively capture an early beacon, more effectively create a middlegame distraction, or break up a Greek shield train.Previously seen mostly as a 「under bridge toll collector」ing type bot, Loki now moves its way into top tier play as either an early game beacon grabber or as the ultimate middle/late game distraction. As a middle/late game distraction, Loki can turn the tide of battle. Anti control makes it tough to stop. If you've never seen a boosted Loki with Adamant Road, it's a sight to behold!. A relative oldie, but goodie. In top clan play, the Strider's speed was often stifled by Ao Juns running lockdown ammo. But like the other speed bots on this list, the Strider will regain a lot of its effectiveness as an early game beacon runner.Blitz is a pretty versatile bot with a lot of firepower. Speedy little bot that can push for beacon control, but often works more effectively as an assassin. Equipped with anti control module, can now more effectively take down Ares.Hellburner is back as an effective early game beacon grabber! But with anti control, it's also effective to disrupt Ares trains or assassinate other bots. Pilot skills have also enhanced its overall effectiveness.

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I'm not too sure about having a more diverse environment though. My past analysis on the meta ecosystem has shown that a max of 3-4 bots will dominate the top spots. Since Pilots merely add to the abilities of said setups, it's hard to justify a significant change in meta diversity.



War Robots-iii-robots-today Good post OP. Agreed with a few points, mostly on how the meta seems to have brought back previously obsolete bots and the categories of playstyles in War Robots.I'm not too sure about having a more diverse environment though. My past analysis on the meta ecosystem has shown that a max of 3-4 bots will dominate the top spots. Since Pilots merely add to the abilities of said setups, it's hard to justify a significant change in meta diversity. war-robots-forum.freeforums.net/thread/32622/back-Walking War Robots-iii-robots-today

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Member Back to Top Post by careyfan on @erommel45 said:



I'm not too sure about having a more diverse environment though. My past analysis on the meta ecosystem has shown that a max of 3-4 bots will dominate the top spots. Since Pilots merely add to the abilities of said setups, it's hard to justify a significant change in meta diversity.



War Robots-iii-robots-today Good post OP. Agreed with a few points, mostly on how the meta seems to have brought back previously obsolete bots and the categories of playstyles in War Robots.I'm not too sure about having a more diverse environment though. My past analysis on the meta ecosystem has shown that a max of 3-4 bots will dominate the top spots. Since Pilots merely add to the abilities of said setups, it's hard to justify a significant change in meta diversity. war-robots-forum.freeforums.net/thread/32622/back-Walking War Robots-iii-robots-today

Thx, Rommel. Yes, usually 3-4 bots rise to the top...and you may very well be right. Pilot release was a huge change to the game, though. Very confident that 3 tanks will be used. I'm already seeing it in many hangars. Ao Jun will likely stick around too, as will Ares. One of the main points is that at least right now, we're seeing a lot of effective hangars.

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Member Back to Top Post by careyfan on linearblade said:



Most importantly is it’s insane dps. Damage is the most important, and a Fenrir doesn’t have anywhere close. Therefore it’s not relevant.



Damage == score == silver Ares will continue to rise. With 500 range and up to 80 speed, and most importantly the ability for them to run trains. All the tankage in the world is pointless.Most importantly is it’s insane dps. Damage is the most important, and a Fenrir doesn’t have anywhere close. Therefore it’s not relevant.Damage == score == silver Will definitely challenge you on this prediction. I'm already seeing evidence of people reducing the # of Ares in their hangars. And we're seeing strong evidence of tanks being able to outlast Ares in clan fights. I would normally agree that damage is the most important predictor of success in a game. But right now, I'm seeing that defensive skills are outpacing. Still need some time to see how this plays out.

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Member Back to Top Post by linearblade on careyfan said: linearblade said: Invader is useless against anything with resistance. It claws feebly with its tiny guns now. It’s still good for ares. But I predict this gimmicks days are numbered already. Well, I maxed out a second one. As anti control begins to proliferate, let's see how much it hampers the effectiveness of my Invaders. It might just mean I have to be more selective about when I time my jump. I HOPE you're wrong. Heheh.





I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.



If anything, invaders special really is “empty all adjacent enemy clips”







It’s jusr really bad vs. Tanks I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.If anything, invaders special really is “empty all adjacent enemy clips”It’s jusr really bad vs. Tanks

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Member Back to Top Post by careyfan on linearblade said: careyfan said: Well, I maxed out a second one. As anti control begins to proliferate, let's see how much it hampers the effectiveness of my Invaders. It might just mean I have to be more selective about when I time my jump. I HOPE you're wrong. Heheh.

I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.



If anything, invaders special really is “empty all adjacent enemy clips”







It’s jusr really bad vs. Tanks I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.If anything, invaders special really is “empty all adjacent enemy clips”It’s jusr really bad vs. Tanks Aye...all bots have their weak matchups. The resistance after jump (and added resistance when you capture a beacon) really does add up. Yes, scores have been insane. Have killed a lot of Ares with it. Now not uncommon to see 2.5+ million.

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Member Back to Top Post by LeeVicky on linearblade said: careyfan said: Well, I maxed out a second one. As anti control begins to proliferate, let's see how much it hampers the effectiveness of my Invaders. It might just mean I have to be more selective about when I time my jump. I HOPE you're wrong. Heheh.

I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.



If anything, invaders special really is “empty all adjacent enemy clips”







It’s jusr really bad vs. Tanks I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.If anything, invaders special really is “empty all adjacent enemy clips”It’s jusr really bad vs. Tanks



Besides, good players can avoid or mitigate the root effect already.



Maxed Invader is definitely not bad vs other tanks. One on one at close range it's only bad vs AO Jun. Every other matchup is easily winnable. I don't think anti control module will be that popular. Last Stand is still by far the most important and considering that gold is starting to be "premium" currency I don't think people will spend 5000 for few seconds of root protection. I know I won't.Besides, good players can avoid or mitigate the root effect already.Maxed Invader is definitely not bad vs other tanks. One on one at close range it's only bad vs AO Jun. Every other matchup is easily winnable.

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Member Back to Top Post by RightOn on Reconfiguring your roles to: capper, brawler, support (it just gets too complicated)



capper - you know, caps things. It could do other things but it's somebody who can perform this duty. Generally anything that can move quickly. Ares is a capper whether or not it has support and brawling capability. Anything that moves more than 50km has some duty here.



brawler - In the old days, these bots were fast and did a lot of damage. These days brawlers have a lot of HP or the ability to mitigate a lot of damage OR deal additional ability damage. Fenrir, Invader, and Bulwark come to mind, but Tyr, Lancelot, Mercury, Haechi/Bulg etc, are all brawlers.



support - anybody who fits in between. Spectre fits here because it can't brawl, it can't cap, but it can support with damage. Mender naturally fits here, whether or not it performs the above two tasks well. but no so obvious would be, say, Raijin or Carnage, which don't really have any place in the above categories.

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Member Back to Top Post by endyu on linearblade said:



Most importantly is it’s insane dps. Damage is the most important, and a Fenrir doesn’t have anywhere close. Therefore it’s not relevant.



Damage == score == silver Ares will continue to rise. With 500 range and up to 80 speed, and most importantly the ability for them to run trains. All the tankage in the world is pointless.Most importantly is it’s insane dps. Damage is the most important, and a Fenrir doesn’t have anywhere close. Therefore it’s not relevant.Damage == score == silver



I don't agree with this at all.



Right now, we're all strapped for Au so we haven't seen the full effect of AC module. That module will hurt the Ares way more than it will help the Ares. Not being able to consistently lock down your opponent means less Retribution opportunities. Not just that, but Ecu Mercs and Ecu Hellburners will have their way with Ares-trains which imo are extremely counterable with the right setups. A Pursuer that can't be locked down and traveling at breakneck speed with Road Hog/Adamant RH and Hunt?



IF the player base is willing to adapt rather than just fall into the trap of running all Ares, there will be much more diversity.

I don't agree with this at all.Right now, we're all strapped for Au so we haven't seen the full effect of AC module. That module will hurt the Ares way more than it will help the Ares. Not being able to consistently lock down your opponent means less Retribution opportunities. Not just that, but Ecu Mercs and Ecu Hellburners will have their way with Ares-trains which imo are extremely counterable with the right setups. A Pursuer that can't be locked down and traveling at breakneck speed with Road Hog/Adamant RH and Hunt?IF the player base is willing to adapt rather than just fall into the trap of running all Ares, there will be much more diversity.

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Member Back to Top Post by careyfan on RightOn said:



capper - you know, caps things. It could do other things but it's somebody who can perform this duty. Generally anything that can move quickly. Ares is a capper whether or not it has support and brawling capability. Anything that moves more than 50km has some duty here.



brawler - In the old days, these bots were fast and did a lot of damage. These days brawlers have a lot of HP or the ability to mitigate a lot of damage OR deal additional ability damage. Fenrir, Invader, and Bulwark come to mind, but Tyr, Lancelot, Mercury, Haechi/Bulg etc, are all brawlers.



support - anybody who fits in between. Spectre fits here because it can't brawl, it can't cap, but it can support with damage. Mender naturally fits here, whether or not it performs the above two tasks well. but no so obvious would be, say, Raijin or Carnage, which don't really have any place in the above categories. Reconfiguring your roles to: capper, brawler, support (it just gets too complicated)capper - you know, caps things. It could do other things but it's somebody whoperform this duty. Generally anything that can move quickly. Ares is a capper whether or not it has support and brawling capability. Anything that moves more than 50km has some duty here.brawler - In the old days, these bots were fast and did a lot of damage. These days brawlers have a lot of HP or the ability to mitigate a lot of damage OR deal additional ability damage. Fenrir, Invader, and Bulwark come to mind, but Tyr, Lancelot, Mercury, Haechi/Bulg etc, are all brawlers.support - anybody who fits in between. Spectre fits here because it can't brawl, it can't cap, but it can support with damage. Mender naturally fits here, whether or not it performs the above two tasks well. but no so obvious would be, say, Raijin or Carnage, which don't really have any place in the above categories.



I did it this way specifically because I think bots like Ares (which can cap, yes) are most valuable when it's dishing out damage. ANY bot can cap. But and Ares's primary job is to dish out as much damage as possible. And if you put Ares into the "capper" category, I think this is a mistake. It makes more sense to put the Ares into a brawler category most of the time. But if it has a midrange load out, then where do you put it? In ALL cases, however, the job of an Ares is to dish out damage. That's why I put it squarely in the DAMAGE category.



Mercury and Fenrir can both brawl. But does that mean they have the same primary purpose in battle? I don't think so. Fenrir's main job is to soak up damage. Mercury's main job is to dish out damage and break Ares trains. They're two bots that can both brawl, but have different purposes.



Speed bots...yes they are all capable of being beacon cappers, but it's not necessarily their PRIMARY role. An Invader, for example, is a more capable capper than a Blitz. So should I put the Invader into the capper category? Doesn't make sense.



Support: mostly agree with you, here (except that in most cases, Spectre IS a brawler....just not a super effective one in the current meta). Yes, agree that Mender naturally fits here.







Appreciate your suggestion. And I'm all for simplicity, in general. But it needs to make sense.I did it this way specifically because I think bots like Ares (which can cap, yes) are most valuable when it's dishing out damage. ANY bot can cap. But and Ares's primary job is to dish out as much damage as possible. And if you put Ares into the "capper" category, I think this is a mistake. It makes more sense to put the Ares into a brawler category most of the time. But if it has a midrange load out, then where do you put it? In ALL cases, however, the job of an Ares is to dish out damage. That's why I put it squarely in the DAMAGE category.Mercury and Fenrir can both brawl. But does that mean they have the same primary purpose in battle? I don't think so. Fenrir's main job is to soak up damage. Mercury's main job is to dish out damage and break Ares trains. They're two bots that can both brawl, but have different purposes.Speed bots...yes they are all capable of being beacon cappers, but it's not necessarily their PRIMARY role. An Invader, for example, is a more capable capper than a Blitz. So should I put the Invader into the capper category? Doesn't make sense.Support: mostly agree with you, here (except that in most cases, Spectre IS a brawler....just not a super effective one in the current meta). Yes, agree that Mender naturally fits here.

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Member Back to Top Post by careyfan on LeeVicky said: linearblade said:



If anything, invaders special really is “empty all adjacent enemy clips”







It’s jusr really bad vs. Tanks I didn’t realise it kills suppression too. I think however it will still be useful... invader does get 33% resistance and a jump. You might load it with the module buffs.... probably get the most insane scores just pounding the heal button lol.If anything, invaders special really is “empty all adjacent enemy clips”It’s jusr really bad vs. Tanks



Besides, good players can avoid or mitigate the root effect already.



Maxed Invader is definitely not bad vs other tanks. One on one at close range it's only bad vs AO Jun. Every other matchup is easily winnable. I don't think anti control module will be that popular. Last Stand is still by far the most important and considering that gold is starting to be "premium" currency I don't think people will spend 5000 for few seconds of root protection. I know I won't.Besides, good players can avoid or mitigate the root effect already.Maxed Invader is definitely not bad vs other tanks. One on one at close range it's only bad vs AO Jun. Every other matchup is easily winnable. Just takes some time. I'm very confident it will become popular amongst players who choose to run speed bots for specific purposes. Useful for tank, but not as beneficial, since tanks don't rely on speed anyway.