It’s so that.
Sometimes i can be carried away thinking i have the hammer and the anvil as i normally do.
But with a drone build i only have the anvil, not the hammer.
I normally use 3 hawks + 1 sidekick for distraction and to have different ways and angles to do damage, the rest is almost the same here
I was figuring that a player would have to activate the perk post launching the drones to maintain maximum field time for the drone launch. I’m guessing that the range will be at least 100m to control their targeting as well.
This is one of the reasons why I’m thinking trombone combos might be very useful as you can kind of get a secondary buff going within that range limitation.
I share Docs opinion.
I’m not seeing either.
Whatever i’m running it will be tanky, but for the tank part to work well enough it must have some kind of punch to complement it. If you don’t have the two, it’s a thing you will use once and your are done, and if you are focused hard that can happen very fast.
The idea of being a damage sponge will not work due to another reason.
Lack of drone durability, the lack of speed and agility will be very apparent, the drones will be launched and killed instantly, then the heavy slow drone build will be standing there only to be destroyed soon after.
Never go full drone you want 2 sidekicks or 2 grenadiers and a main gun, generally an autocannon or single median is enough. something with like you said some punch but its more there to draw fire then anything.
I don’t know.
running a cheetah and 3 hawks + 1 sidekick, that’s 14 energy or 4 hawks that’s 13 energy
While i’ve no problem in running a gasgen in my heavy build or risk it on a medium build, no way i will put a gasgen in a light build, same goes with an Apollo.
Having a slow drone boat without a traditional gun is terrible. I keep trying it. I keep failing.
You can’t escape, and can’t fight back.
Being able to send your bots to a specific target would certainly help.
I look forward to testing this out.
Might be decent but I’ll probably end up sticking with my 4 turret,cheetah,2 genesis Harpy build.
This thread is convincing me to try a heavy drone/skinner build. Maybe some active melee too.
I just want this cab for anihilators. And imma plop some sabbth wheels on it and phobos with a cheetah. It will seem pretty damn fast after that. That build is going to annoy the crap outta people.
New Cabin
Blue Hovers (8-10 not sure yet)
Purple radar
Purple radar detector
purple Stealth
Cheetah engine
3 fuze drones
Radio
With Phobos you could go 84, pretty much instant in any direction.
This cab with fuse drones could be very fun.
I made 3 of the god fused ones from this event.
Will they still suck? Most likely but whatever.
Does that include the activation time bonus? That’s the one that seems the most relevant to me. I hate it when they loiter about.
I’m calling it. Yaoguai x 3, Cheetah, Skinner will be highly effective in CW and PvP. Have your team hard push, show up late, launch drones, Skinner one Puni hover, activate perk on second burst from the Yaoguai, hover is half dead to fully dead before your first drones disappear. Very possible 2 of these with 2 aggressive Puni hovers could be the most meta version. It’s all gonna depend on this things perk. But honestly, I’m guessing it’s literally double damage for I’ll say…8 seconds.
then, it’s garbage.
I know this discussion it’s an academic one, but double the damage, more than three times less of active time, seems to me a bad deal.
And under normal combat conditions, you might have your drone shot down instantly.
you will lose the perk, the damage, the drone.
You would just retard the timing of the activation of the perk, so you lose less deployed time. It would cut down on the sense of it being a bad deal for any shortening of lifespan.
This is part of why I think people who say using drones is “brainless” playing. Yeah, maybe if the person is playing drones & coming in the last 3 spots in every match & doesn’t mind. To do well, you have to be VERY good at the game. It takes a ton of attention and strategy to keep drones alive for more than a few seconds (especially against bots who don’t miss when they shoot at them), and even more attention and strategy to get them to do appreciable damage.
Even better are players who manage to keep them alive, get them to do damage, and do so in a way that benefits the play of other players - creating chaos on the other team, distracting them from that sniper build across the map, triggering various mines etc…
They are both reload and activation.
So faster to attack and faster to redeploy.
Fuze drones are currently in a bad place… but that fuse is about as good as it gets
And you can stack the drone driver buffs.
It depends on many factors, including luck.
People don’t like drones because of turrets, so no sympathy there.
They are no different than any other weapon, if you see a guy with whatever weapon you will try to degun him sometimes you manage to do it other times not, perhaps people see drone builds ready for the taking and see drones like a set back, an annoyance , they are not, they are weapons like SGs or MGs or whatever.
Snipers?
Mgs have 4 or 5 times the drone’s range and you can’t do anything about it in a 1 vs 1 unless they are occupied with something else.
Most certainly is why i see so many drone builds committing suicide while they have enough drones to kill the entire team by themselves.
what i’ve find weird is why they have so many micro factories in the build if they will not use them.
As i’m thinking about it, why a heavy cab?
Isn’t the majority of drone builds made with light and medium?
they will give a damage perk but they will take away the speed and activation time.
The problem is not the mothership survivability (heavy build) or damage output.
I bet the perk will have or will be very similar to Aggressor’s.
It’s not much different then cannon builds that often have too many ammo packs. It’s better to have a little extra then not enough. 1 micro nets a player generally 1 extra launch of each if they have 4 launches to start with. The count increase is slow do to how low the launch count are for them. Vulture gets 3, Yaoguai 2 but these have higher starting launches…