![]() A useful trick when using them is to set them to hold fire and place them on a mass node, which prevents engineers from building on that spot. It is, however, even cheaper and quicker to build than other light assault bots, which makes it slightly more spammable. However, its stealth and cloaking deactivates when the unit moves or fires, and so move orders must be used with care. It possess radar as well as stealth and cloaking, which makes it more useful for surprise attacks. It costs about half the mass but has lower HP and DPS between that of a conventional assault bot and higher health/DPS than a T1 land scout. The Selen is unique in that it serves the purpose of both light assault bot and land scout. ![]() Seraphim Selen Main article: Seraphim T1 Combat Scout It can actually be very useful when combating other LABs that are tightly packed, because its burst weapon sprays a small area with fire. It can consistently defeat Flares due to more consistent damage output, though it loses to Mech Marines. The Hunter has slightly lower health than other bots, and fires its laser in bursts. Though it's lightly armored and does moderate damage, it's relatively low cost allows for many to be built quickly and deployed as a support or a light task force. “The Hunter is a fast strike bot designed to work in groups. It is superior for the purpose of hit-and-run attacks in comparison to the other bots, precisely due to its weapon properties (high damage per shot, low firing rate).If you want to have your Flares succeed combine them with Auroras from the water to provide direct fire support and something for the other units to try (and fail) shooting at. (Though it will still easily defeat the Seraphim Selen Combat Scout). The long reload time makes this the worst of the true LABs according to in-game testing. Little is remarkable about the Flare other than the fact that it uses some sort of sonic weaponry. The Short-Range Sonic Pulsar mounted on each arm fires fan-shaped, focused sound waves that permeate and disrupt solid matter. “These incredibly fast bots are designed for pure damage. The Tomcat machine guns will make short work of enemy scouts and radar installations. ![]() Its machineguns give it a high rate of fire and DPS. It will consistently defeat other LABs in one-on-one combat due to sustained damage and HP superiority, according to in-game testing. The Mech Marine has 5-10 more health than others, making it last slightly longer in a firefight against other mobile units. This lightly armored ground unit sacrifices damage potential and staying power for superior speed and maneuverability. “The primary role of the Mech Marine is direct fire support. The Seraphim forgo the light assault bot for a combat scout that has weaker armor but stealth and a cloaking device (when stationary) and a better vision radius (effectively a combination of the light assault bot and scout unit). Overall, they are equivalent in all aspects except health across all factions, except for the Seraphim Selen. Additionally, for non-Seraphim LABs they are unique in being the only units able to fire from aboard a transport (forming the combination known as a ghetto gunship). While fragile, they provide excellent DPS per transport slot occupied. ![]() LABs are rarely produced for direct land warfare after the first 5 minutes of a match, however they work extremely well with transports into the midgame, being dropped behind enemy lines for harassment purposes. However, they are generally a poor choice for actual head to head combat against any other direct fire unit due to their frailty, especially against tanks. Where only light resistance is expected this is effective at achieving control for their controlling player and denying the enemy locations for mass extractors. Being mobile, cheap, and fast to create, LABs are used to harass enemy engineers and control areas of the map.
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