Shotguns and Tulumbas!



Fellow Pilots,
Summer had to end eventually, and all (or most) human children have returned to school.  This allows semi-professional mobile mech game bloggers to get back doing what we do!  Welcome to the fall 2018 term at War Robots University.  We've got a new clan of Diamond and Expert pilots, a couple new adjunct professors, and plenty to say about the state of the game!

New build: Shotgun Raven
As you know, we like trying new things at the U.  The proliferation of shotgun weapons has given us some options.  One of my favo(u)rites is Tulumbas and shotguns.  The shotguns knock shields down for the Tulus at longer ranges, and they destroy enemies who get in close.  Lancelot in its stock configuration is a prime example, but the Russian Death Button Griffin - or Raven - is even better.  Put Gusts on this killer instead of Pins.  With its jump, it can ambush or evade as you see fit.  If you have the means, a Spectre with two Storms and two Tulumbas can create a lot of problems for the red team!



Smart Sniping
I read the forums and Reddits about our little game, and sometimes offer unsolicited advice to the OP (original poster), as in this thread.  OP had surmised that a person who begins a Beacon Rush battle in a long-range build wasn't helping the team much.  In many instances, this is true, but it's not because the sniper picked the wrong robot.  It's because the sniper is choosing the wrong targets and the wrong time.

The right target selection will help your team tremendously. To provide suppressive fire that helps the team, follow these guidelines:

1. Focus on high value targets in a predictable location, like spawn points in Beacon Rush and contested beacons in KOTH.  Spawning robots are "fresh," so it helps your team if you can damage them before they engage.  Other snipers are not usually high value targets, but if there is a Treb Butch wasting everything that walks on your team, help get it off the map!

2. DON'T spawn with other support bots on the your team (you can wait to watch what your team spawns if you think you might like to run support first).  If you are with other support, try to take a different position to create a cross fire and dictate the movement on the battlefield.

3. DON'T spawn support when you are losing on beacons; eject from your sniper if your team falls behind.

4. DO spawn support to extend your time on the field and avoid mech out.  Generally, I like the middle of the battle so can do damage while making sure I help with beacons before and after.

It can be summed up thusly: spawn your support ONLY if you can help the team. BR gives you the unique opportunity to choose a spot without walking very far, so look for a "view" of your enemy's spawning brawlers. Hit the Spectres and Inquisitors as they drop if possible! In this video, I've begun a battle in a Trident Fury, and focused my fire on spawning robots at DELTA (enemy side beacon near the bridge).  It will take them five full minutes to get me out of this robot, during which the blue team builds an insurmountable lead.

Also in the above video, it's an old school hangar - Fury and Galahad vs. Spectre and Inquisitor.  Thankfully, I wasn't alone!

Stay tuned this week for a look at Workshop 2.0.
Your humble servant,
Doc Yat

Faculty Notes
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Comments

  1. First post of the year! Great way to start it off!

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  2. What would you recommend a good level for Tulumbus to be at to be effective?

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    Replies
    1. Red, it depends on your league. These were level 6. I use 10 in Champ league but they should be a little higher. I'd say the average level of robots you are facing, +1 or +2.

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    2. I'm in Gold 2 and have mine at level 7 on a Rogotka

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    3. Also, would the Gust/Tulumbus work on a Griffin, or Storm Pin?

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    4. In my opinion, the Gust/Tulus is great on a Griffin. That's where I started the fun. I don't particularly like Storm and Pins. If we consider the strength of Tulus, it's delivering a big hit from 500m - 16 rockets x whatever damage you've managed to level them up to do. The Gusts are for shield knockdowns and adding pain up close. But nobody would consider this robot a great brawler - too hard to keep alive in a Spectre/Inquisitor world. If you shift to Storms and Pins, you get 8 x the damage of your rockets at 500m and you do a lot more damage up close. But this is where you are at your most vulnerable. If you have storm but not Gust, you can get a very similar effect with one storm, one Tulu, and two Pins.

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