Furthermore, top guns are completely unable to fire on targets below the robot, which makes them unsuitable for air-to-ground combat. However, targets that are close or in contact to your bot may be able to miss plasma shots due to its trajectory being blocked by your bot. Mounting plasma launchers on your bot's top is good for mid to long range exchanges, but require the robot to be short or remain close to the ground to strike nearby targets. Note that these general tips for these mounts can also be used for most other guns (lasers, rails, ions, etc.) Note that this mechanic is different from Plasma's old mechanic pre 2016, which relied on resistivity and barrier protection.ĭue to plasma's alpha strike/high damage output and parabolic trajectory, placement of your plasma launchers is especially paramount. To simulate real splash damage, when a plasma shot is fired, any bots or blocks found within its 25 meter radius will have damage randomly imparted over the area. Plasmas, especially larger variants like the Goliathan, consume a greater amount of energy per shot than most weapons.Poor against airborne targets due to slow speed and easy evasion on the target's behalf.Fast bots dodge it easily and hovers can hover over the AOE of a plasma.For aircraft, height needs to be calculated.Slower projectile travel time needs to be judged carefully.Long-range combat requires impressive ballistic intuition.Accuracy unaffected when moving or when hold-firing.Great for crowd control with AOE damage radius.AOE (Area of Effect) damage allows for slightly missed shots to damage targets.Projectile arc allows for slight indirect fire over obstacles.This recoil effect can help if a robot has crashed or tipped over and has lost the ability to reverse out to jiggle them free, a very useful trick if an aircraft has lost its reverse thrusters and is jammed into terrain. It is possible to limp a crippled robot short distances when it has no remaining movements with the recoil from plasma launchers. Although wheels, thrusters and hover blades can compensate for recoil, the best method of mitigating its effect is to make a massive robot. Low mass robots are particularly sensitive to recoil effects and can be uncontrollable for several seconds after a plasma volley. When a Plasma Launcher fires, it generates significant recoil. Instead, Plasma is recommended to be fired in volleys, discharging as many bolts as possible to create an alpha-strike attack while taking advantage of a large area of effect. Unlike lasers there is no tap-firing benefit as there is no reticle change or loss in accuracy. Plasma Launchers are fired akin to Lasers, by holding LMB. When the plasma bolts reach their maximum range they fizzle out mid-flight, and not deal damage.Īs Plasma Launchers become progressively higher in levels, so do their damage, gun size, mass, price, armor, and CPU cost. Upon impact with any solid matter (such as rocks, dirt, the walls of the sky box, or other robots) the grenades detonate, dealing damage to any enemy robots within a certain radius. The plasma grenades are affected by gravity and will travel in a ballistic arc toward the ground as they travel.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |