Assault Bots - Better without the first upgrade?


Anarky_EU

 

Posted

You heard! The first bot upgrade gives the assbot the cool Double Hyper Mega Laser Blast and that's great, but it also gives the horrible rubbish pants damage, massive animation time flamethrower, which it always uses when it gets in range. I believe the assbot would be better off using is pretty nice single target laser blast and the rockets. Whachoo think?


IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG

 

Posted

hmm, i'd have to disagree, the flamethrower is an alright weapon its not brilliant only modarate DoT dmg but its a cone attack so it gets lots of people. Kinda softens then up, and the uber b00m headshot dualies AoE sucks but high damage if it catches any

Basicly i'm saying i dont quite agree with ya


 

Posted

I love my Assault bots flamethrower. I usually try and get all my bots to attack groups. The AoE of the rocdkets, full auto lasers & more importantly flamethrower makes the group drop quickly.

I do however hate the prot bots seeker drones. Dont seem to do that much.


 

Posted

More importantly the flamethrowers? Bah! :P
They do slow DoT - wouldn't you rather they used they used rockets instead?


IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG

 

Posted

[ QUOTE ]
More importantly the flamethrowers? Bah! :P
They do slow DoT - wouldn't you rather they used they used rockets instead?

[/ QUOTE ]

Umm, Flamethrower does CONE fire DoT....

Fire is not resisted a great deal by most mobs, and Stompy can tag multiple mobs with said DoT.

I've got nothing at all against it.

Oh, and it's not a dual laser thingy, it's a Dual Plasma Cannon Blast :P


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

I find if I keep him at range he very seldom needs to use it, most mobs are dead before they get close enough for him to spray them.


 

Posted

I like the flamethrower mainly because of all the times the longbow teamed up against my bots to send them back to the workshop as smouldering piles of slag.

Can't speak for the seeker bots as Im not quite there yet...


 

Posted

I think the Flamethrower is great, it does nice dmg but i have to agree that the animation is very slow, mobs tend to run away before it has hitted nicely. But this is a problem i have corrected with caltrops.
My Robo/Traps is very offensive, and there are few powers that get into my nerves. First one is Photon granade, it doesnt seem to hit at all, the dis doesnt work, and it's kinda slow and it eats alot of end. Going to respec that, as well as the poison trap. Dont get me even started on that one, and the seeker drones? Omg, doesnt suit my style of gaming at all. I attack with the bots, fighting with them, and slow traps dont work for me. So i am going to respec them as well. Cant wait when i get to detonators and see if they are any good. Starting to think, if traps were any good in the first place.


 

Posted

I went Rob/Traps in beta, then went Rob/Dark in retail for just this reason, I was only wanting maybe three powers from traps, and tarpit has a good slow with better radius than caltrops. Plus the heal is better than the beacon


 

Posted

[ QUOTE ]
I think the Flamethrower is great, it does nice dmg but i have to agree that the animation is very slow, mobs tend to run away before it has hitted nicely. But this is a problem i have corrected with caltrops.

[/ QUOTE ]

All mobs inside the AoE of Flamethrower get a to hit check when the power is activated, and those that get hit take full damage from it, AFAIK. If they run away after they've been hit, it doesn't matter, they still take full damage

[ QUOTE ]

My Robo/Traps is very offensive, and there are few powers that get into my nerves. First one is Photon granade, it doesnt seem to hit at all, the dis doesnt work, and it's kinda slow and it eats alot of end. Going to respec that, as well as the poison trap. Dont get me even started on that one, and the seeker drones? Omg, doesnt suit my style of gaming at all. I attack with the bots, fighting with them, and slow traps dont work for me. So i am going to respec them as well. Cant wait when i get to detonators and see if they are any good. Starting to think, if traps were any good in the first place.

[/ QUOTE ]

Poison trap? For the love of god, don't get rid of that. It's an AoE hold, for crying out loud... There are two main ways I use it.

1) solo. I place it, an acid mortar and a trip mine appropriately round a corner, so that the mobs will hit poison first, then run onto the trip mine and be held just as the trip mine detonates. If you place the TM first, then mobs can run right over it and be clear of the blast before it detonates.

2) Group. Let the Brute grab aggro, run into the melee after setting your minons attacking, and drop PT. Once you've started the placing animation, the trap IS going down, and you can't be interrupted like with TM. The PT is laid, goes off immediately, assuming enemies in range, and the Melee types get a nice little respite in the battle as most of the enemy stop what they were doing to lose their lunch

And then there's Hero Fights. PT debuffs Regen and Recharge. So the insane regen rates of Hero/AV class enemies are less of an issue, and they're not hitting you as often, which is good Myself and a team of 3 others took down Back Alley Brawler using a combination of rad debuffs, dark debuffs and PT/Acid Mortar (as well as a fire/DA brute ) and the brute got hit maybe twice throughout the entire battle, and BAB spent about half the fight throwing up.

OK, I'm ranting, but PT is not a waste of space IMO.

YMMV though


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.