While discussing other topic I came up with idea to classify different weapon types, corresponding builds and therefore players playing them.
There will be two values each type will be assigned.
Humanity (H) goodwill to teammates and players in general.
base value is 1 - indifferent play without any interactions or help to other players.
Intelligence (i) required to build crafts and play effectively.
base value is 3 - for average crafts build to survive and have at least medium range aimed weapons, with decent speed and firing angles.
- Lance/explosives h0 i0 - after trying building and playing they realized they are weak at conventional play and decided to take a shortcut. Lances grant easy kills for price of limiting your ability to do more. Also ruins the game for the victim of it and revokes reward.
- Melee, tempura, booster tusk h0.5 i1 - a slight upgrade over lancers. They want to be able to live and deal unlimited damage and kills, but still are quite ignorant of anything else. At least they don’t kill players on the start before they got the chance to do something to earn reward, at least not as fast as lance guys do. At this point I should point out that even playing lances need tiny bit of tactical thinking to utilize effectively, melee and other require even more, if we talk about those trying to make the best of ambush weapons. Using melee often destroys fuel barrels underneath builds robbing someone of extra reward in case they still survive and win.
Melee and other ambush types usually require rushing into group of enemies taking lots of fire and loosing his craft early without further abilities to affect the battle. - Drones, mines, guided rockets (h1 i1) be like - “I don’t even want to play the game, I’ll just drop these and drive around.” -1h when creating obstacles to allies, even wheeled drones can get jammed under crafts impairing mobility to ally.
- Retcher h1 i1 - (especially at low PS) Unlike other grenade launchers, this weapon doesn’t have much accuracy and has slower ballistic, so it’s only effective at close range. Same mindset as melee, just someone looking for easy kills. Maybe some smarter ones trying to utilize it as ambush weapon can be elevated to shotguns.(I only talk of pvp here)
- Shotguns h1 i2 - a step up from melee. They get weapons that can aim and have some range, balanced by vulnerability, but limited by range. A player playing one is still that type that is ready to sacrifice a lot for the easier kill. Still they have a lot of abilities to counter things like drones and can be usefull for team at short radius and it’s an overall improvement over drones and other unaimed weapons.
- Parser h1 i2 - Although has range and an improvement over shotguns. Single shot in few seconds means limited abilities as support.
- Turret cannons h1 i2 - Some just love shooting with ballistic and making each shot a gamble(i+1). Most are just noobs that couldn’t make effective build with more fragile weapons. Especially slow ones trying to make a tanky builds.
- Caucasus h1.5 i2 Some just find it too hard both ride and aim(because often requiring looking other side from heading) This players sacrificed ability to aim to gain easier play. They have effective autoaim on drones, and often equiped with radar. so slightly more h
- Course MGs h1 i2 - A step aside trying to fix fragility of MGs sacrificing firing angles and therefore abilities of quick support fire for the team. Also more susceptible to drones. In ambushes they don’t loose weapons fast, but often happen to be blocked and end up being destroyed helplessly and uselessly. Fixed by using bigrams, but that sacrifices maneuverability. Also incapable of shooting back chasing melee and shotguns.
- Course rockets h1 i2 - Weapon having lots of firepower, simplified ballistics, but on the price of accuracy, versatility and fragility.
- Long range MG h2 i3 - A mobile camper that moves after his team. Can be extra useful for the team if he got some decency in his heart - removing drones, shooting explosive projectiles, rockets, strip weapons, quickly attack ambushers. Other weapons can try to take that role too, but having ballistics and slow turn don’t allow easy quick fire on multiple small targets). Sacrifice some damage and durability of weapons for accuracy and range. I should point out most of accurate weapons deserve h because shooting opponent’s weapons you often allow him to just flee, and if his team wins - he gets fuel. Whilst lots of other weapons are more directed towards overall destruction of builds.
- Rapidfire MG h2 i3 - With this weapon you either stay with allies and can perform lots of support roles same as longrange MGs, or play it as ambush basically as shotguns, but with wider possibilities, or switch this roles according to situation. -1h for those who don’t utilize it’s support role capabilities.
- Campers h1 i3 (Medians, autocannons, Astraeus, etc) Typical campers, phobic of fights trying to shoot things from afar. Often leads to standing at one spot and being easy prey for ambushers. Takes some skill with ballistics.(comparing to hitscan weapons, which have less range and have to keep closer to the fight and move more often)
- Plasma and energy weapons h1 i3 - just trying something different. h+1 for heating ones.
- Grenade launchers(except Retcher) h1 i3 - Similar to previous type. They take a gamble, trying to play with the ballistic and deal tons of damage but quite ineffective with range.
- Hovers i3(h1 for cannon h2 for MG) - Typical hover strives to be above others(and they literally do… float above
). Also escaping bunch of melee and wedging things. A natural camper, taking on things from distance, especially since course cannons have accuracy and hovers basically make them a turret. Not a fan, but would admit it’s trickier to control. And limited top speed requires better map control to maneuver in time not to become a straggler and keep an eye for ambushers.
- Dog builds i-1 “no matter how it looks if it works”. Quite distasteful really, playing the game for the sole efficiency of grind and noob annihilation. Also like course MG they sacrifice angles and versatility of builds for front attack efficiency, reducing abilities to help allies at chance. h-1
+1h for those that heat enemies for allies to deal more damage. At least it’s a step toward teamplay and coordinating with a team.
-1i for shooting multiple trombones on the same target.
Also extra i for smarter builds tactic and skill.
And probably extra h for being extra helpful for the team, but there is not so many ways to be helpful beside of what I described.(just ramming, tanking and dealing damage doesn’t count because everyone does that)
So that pretty much explains why using certain builds automatically gives you attitude from many players.