Tuesday, May 28, 2013

Robot Rising: Level 33 Bullet Skirmisher

Level 33 Bullet Skirmisher
I put together a Bullet Skirmisher build in Robot Rising. I got tired of running battles so here is a build that can stand still to shoot and take damage.
The Stats.
For the Chassis I chose the Firemark General, which has great HP and Defense.
Chassis
The main drawback of the Firemark General is the low capacity. That would hurt the amount of loot the robot can carry back from Complexes.

For the weapons, I had a variety of Ballistic ones:
Weapons
I was fortunate to loot the M33 Pt. Ellis and the M61d Hoffstein. The LDC Grenade from the M33 Pt. Ellis is very useful for prolonged combat against tough opponents while the Sabot AP Round from the M61d Hoffstein is good for taking out single targets.

If the two Rare weapons above could not be found, the M45 AZ Autogun may be used instead. The M45 AZ Autogun may be manufactured. Its Grenade Launcher Alt-Fire deals good damage to a small area and has a low cooldown. This makes it possible to throw grenades often, which is good because the M45 AZ Autogun has low direct-fire damage. Its direct-fire does have a long range, though.

A few M45 AZ Autoguns may be equipped instead for a Bullet Grenadier build that spams grenades.

I included the Iotech Starshot 3.2E8 for its Coolant Cloud Alt-Fire. This Alt-Fire is useful for Stunning targets around the robot should it be surrounded.
Mobility
I was fortunate to loot an IanION Pwr Walker. This Mobility may be manufactured but only up to level 25. A good Mobility is important to provide additional Capacity since the Firemark General has little of it.
Armor
The Firemark General has four slots for Armor, allowing lots of HP and Defense to be added.
CPUs
The Firemark General has only two slots for CPU. Defense can be neglected since it is available from the many pieces of Armor. Heat Dissipation too may be neglected since the Grenade Launcher Alt-Fire has low cooldown. That is, unless weapons with useful Alt-Fires are equiped.

Thus, CPUs should be chosen based on their Bonus Damage. And if they are Rare equipment.
Sensors
I usually have a Sensor that detects Enemy Targets so I can find them on the minimap. A Sensor that detects Drop Boxes ensures that I do not miss any.

Bonus Weapon Range would be good to extend the reach of the Weapons. Critical Chance works well with the high rate-of-fire of a few of the equipped weapons. Sadly, I do not have suitable Sensors with Critical Chance.

Alt-Fire Potency is useful if one is dependent on the Grenade Launcher Alt-Fire.

While I was researching for this article, I looted a Rare Armor:
Ceramix Armor
This Armor will boost the robot's high HP/Defense even more.

Here are screenshots of the robot:
Baddie go BOOM!
The high HP/Defense and low damage weapons mean that it is more likely that my robot will be next to exploding baddies.
Sometimes, robot has to clean out junk.
The Complexes were messy. No one had been cleaning for ages.
Grenade!
The Grenade is that tiny thing to the left.
After shooting from high ground.
The long range of a few of the weapons allow the robot to snipe.
Looted another Rare Armor.
The trouble with the Firemark General, as stated earlier, is the low Capacity for loot. After looting two Rare Armors, the robot was already incurring a 50% Speed penalty. And remember that the robot has to carry the Weight of its four pieces of Armor.

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