Cosmic Break
Welcome! to the Unofficial Fan Forums Please read the rules as soon as you can. It will only take a few minutes of your time to do so. If you are not willing to read them, you might not be here for long! Enjoy your stay and don't get into trouble.

Click here for Forum Rules

Click here for Cosmic Break Guides



 
HomeSearchRegisterLog in

 

 Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl

Go down 
AuthorMessage
JadeCicada
Regular Poster
Regular Poster
JadeCicada

Posts : 434
Join date : 2012-03-26
Location : DOS

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 2:03 pm

Intro

Toybox Girl. Long heralded as one of them auto-play easy bots. Which isn't inaccurate, but quite frankly, autoplay TBG is dumb TBG. Fwah. If you play autoplay corespammer Toybox Girl, you deserve to get wrecked by AIRS. Because that's what can and will happen.

This guide will talk a bunch about what Toybox Girl is about beyond just being a long range missiler hiding in the back lines. What it is that the bot brings to the table. I will note differences with Toybox Girl BP when appropriate, since they have mostly similar capabilities.

TABLE OF CONTENTS:
 


Base Core Potential

Toybox Girl is an M-Art BD with locked LG and HD parts. She has an internal BS but also has a BS slot, and two AM slots. She comes with an Auto Gun Bit as her default WB. She has 6 capacity cartridges.

Her base HP is 330, scaling up to 384 after full carts.
Her base free capacity is 170, scaling up to 470 after full carts.
Her end cost is 815, and scales up to 1235 after full carts.

Her base stats (BD/LG/HD) total to 3/17/14/11/16.

This tells us a lot before we even get into her internal armaments.
  • Aside from STR, she has a really nice base stat array. She can hit very nice values for mobility and TEC without needing heavy tuning - her WLK in particular is high enough that you don't even have to worry about it when detuning if going FLY-based. Her TGH can also easily hit 20 without even any tunes.
  • She has decent survivability. Again, she has great base TGH and her HP is able to break 450 easily, 500 with tuning focus. This makes her able to take hits decently while still dishing out high damage.
  • Dunking STR on her for tuning is an attractive option because her base STR is so pitiful. You can zero it by parts alone, so tuning with a complete TEC/Mobility focus is pretty easy to scope out.
  • Her free capacity is very low. This practically road-cones her into needing that aforementioned efficient tuning and STR dunking - tuning costs while preserving STR will be extremely high.
  • She has an internal BS, so one could theoretically run a no-BS build. This is generally not a good idea since she benefits a lot from the extra slots.
  • Her low STR makes both STR-based or STR-benefiting weapons very hard to put on, and also makes trying to preserve a single point for Wonder Bit to be extremely hard. Most people probably won't go an STR route on this core, but those that do will find it hard to hit nice stat ends without some capa tuning.
  • She has a high end cost so make sure you're worth it or avoid dying!
The summation of this is that she can be a very meaty gunner with high mobility and power. And little else.

Compared to normal Toybox Girl, Toybox Girl BP has 1 less TEC, 1 less TGH, and 2 more WLK. They otherwise match in stats as well as default Wonder Bit.

Back to top

Internal Weapons

This is the potatoes section. Meat will be later on.

HD Toy Missile

First, we'll take the easy one, her HD subweapon.

15 Force, 100 Ammo, 40 Range, 200 Speed, 1000 INT

100 ammo, no-lockon, 2-part attack string, consumes 2 ammo per use. Cannot combo in or out of other subweapons. Apparently a bug used to let it do so, but since that's fixed, basically it is not a combo-able weapon.

It fires a pair of missiles close in front of her, which kicks her back. The first shot will just send her straight back, the second will make her flip. The travel speed is actually very fast. It is essentially an escape mechanism that can also hit someone in the face for ~20-30 damage and stun them, which helps even further. You have 50 uses if you only use the first shot, and 25 uses if you always use both.

The most important thing to realize is that this weapon has melee tracking. That is, you will aim at a nearby enemy or obstacle if one is nearby. This is great for the attack portion, but extremely hazardous for the retreat portion. It robs you of the ability to control where you are going, and can lead to things like backing into a corner or getting stuck in a tight corridor and only backing into the wall.

This is why it's important to realize that this is only one of your escape tools. High mobility and/or a mobility cart, as well as knowing how to WB dodge, are extremely helpful to have. Use the sub to get out of trouble and keep distance, then use your other means to continue the escape. With proper usage this will help maintain your survivability greatly, and you can even handle enemy Lands properly. Get a lot of practice with how far it gets you and how you can change things up. Practice will do you a lot more than just reading will.

Other quirks to know about.
  • If you are on the ground, the flip will make you hop up a bit. If you are in the air, you will just tumble in the air, fwah.
  • Like any subweapon, you halt boost gain if you use this. Of note, though, the ground flip hop will actually consume boost. FLY-based Toybox Girls will need to understand how to manage their boost when retreating and still using the missiles - it's not a major trick but it's still something to keep in mind.
  • Missiles have slight upwards aiming against flying targets if you're on the ground. They will aim up or down to a much nicer degree if you're boosting while using it.
  • The first shot is always sends Toybox Girl horizontally, even if the missile is fired in another direction and if you fire in the air. If you are out of boost, your initial velocity will still be horizontal before you start dropping.
  • On the ground, the second shot will behave the same as the first, always horizontal (albeit, again, hop). However, in the air, the second shot will send Toybox Girl recoiling in the direction opposite the missile path. So it will send you upwards against grounded targets and downwards against flying units. Since it is the second missile, it requires a lot of things in your favor to take advantage of it.
  • The missiles aren't only useful for retreating. The AoE is usable to blow up enemy projectile attacks, too! This is very specific in its helpfulness but it is valuable when it is possible.
  • As long as you start the attack before your boost gauge runs out, you will not fall for the duration of both shots.
  • Slow and Powerless will reduce your travel distance and speed significantly. Slow Turn will reduce your tracking range. Shock will, of course, prevent you from using this at all. These all only affect your own course of travel - the missiles are unaffected.
  • While the HD missile is primarily an escape mechanism, it is still a double-fired blast weapon with 20+ force per missile when you have at least 30 TEC. When facing foes flying right around you, especially ones flying at annoying angles to aim your main weapon at, this is a quick way to not only reposition yourself but also deal out a healthy amount of damage in the process. Second shot has better aiming.
While they have different HD models, the HD missile is the same for both normal and BP.

BD Toy Missile

Now for the important part. Her BD missile, which is also the major difference between normal and BP. We'll cover normal first and then move on to BP. Let's look at its stats first.

30 force, 200 ammo, 400 range, 210 speed, 2000 INT

Normal Toybox Girl is a 1-2 lock Cruise Missile attack that fires straight in front, one missile per lockon. Cruise Missiles are long-projectile missiles with great air homing, weak homing versus moving ground targets. They have a large AoE on impact, as well. Toybox Girl can fire up to 5 times in a row, each shot is a bit under half a second between them. Each shot also kicks you backwards a short distance.

So, the main attractive points are the long range, the good force, high air homing, and the rapid-fire nature. This is particularly why she tends to be used in auto-play fashion - it's such a great weapon, innit? These are definitely advantageous qualities to use to their full extent, but there are a lot of weakpoints in the weapon.
  • Short range area is a blindspot for you. Anything that deviates to the sides or even is flying high enough, even if it's in front of you, it will miss.
  • If you're in the air when you fire, Toybox Girl's flying tilt will generally cause her missiles to crash into the ground, which basically makes close quarters even worse. As well, if you have boost leftover after firing, then you will initially move forward once you are done shooting.
  • The moment that you start firing, you fix your blindspot in place and it will not change until you stop firing. This means that once you start an attack, all your target has to do is move into the blindspot and be completely unharmed until you stop hitting right click. As well, as long as you're firing, you're pretty much a sitting duck to enemies. The kickback from firing is not very evasive at all.
  • Units who are moving on the ground can leisurely stroll with 10 WLK and evade your missiles even if they aren't in your primary blindspot. This is more an issue if they are at least moving in the direction of your blindspot.
  • Airs with 38 FLY and/or aerial movement abilities or carts can still evade your missiles. They can also very easily get into your blindspot.
  • The Last Attacker award will silently be attributed to a Meta Cactus if you don't pay attention to where your kickback is sending you. Falling from high ground is equally stupid, whether you're completely losing your height or if you fall behind a ledge and waste missiles on a wall.
  • If you've never learned this yet, homing can't hit Seraphs whose wings are out and they are moving. Stop trying. Seriously.
Doesn't sound so hot anymore, does it? But at the end of the day, it's still a 400-range 30 force missile, and there's a lot of good you can do with it. What can you do?
  • Only enemies who are aware of you can take advantage of blindspots. Airs who are busy aiming at other people are prime targets for you to take down - it will do heavy damage and stun and save your ally.
  • Not many people pay attention to evasion before they enter a proper range of engagement, and that is usually well under 400 range. If you line up with their approach vector, you can usually halt a charging enemy or shatter shields with rapidfire, even lands. Don't do this on enemies with command shields, and don't sit and wait for enemies - actively intercept them.
  • Aerial attacking may not be the best when near the ground, but it is very helpful when on high ground as a means to avoid kickback making you fall off your position. It also has uses in stalling your position in the air. Be mindful of your boost gauge in either scenario. If your boost runs out while you're firing, you will just drop down, and if it isn't out, you will boost forward. Losing your high ground due to poor boost management is embarrassing.
  • Look for opportunity targets such as heal and support groups. Your long range is extremely useful to hitting these kinds of clusters and getting away with it, and the AoE can not only greatly help your team in disrupting enemy support business, but even pick off weakened foes. Don't be greedy and overstay your welcome after making such a tactical strike.
  • Using rapidfire versus single fire is an important thing to learn. Rapidfire is good if you don't need to adjust your aiming direction, if you're clear from attack, and if you have a good hit confirmation. With all these conditions, you can continue to fire. But if these aren't present, or especially if the conditions change, then stop firing.
  • Sometimes, especially against fast airs, it is much more efficient to fire only a single shot, then redirect and fire a second one in the correct direction. Single-fire isn't that much slower than rapid fire.
  • Also on that note, your lockon time is extremely fast. You can take time to line up a perfect shot, but you also can very easily fire on-the-spot, especially with regards to incoming enemies.
  • Get used to not using the missiles. All the tactical planning and positioning in the world won't help the fact that you still are a sitting duck when you fire and you have blindspots in your attack. You need another weapon, and you will probably use this weapon more than your core missiles in the majority of engagements.
In summation, using the normal Toybox Girl missile is all about tactically advantageous strikes. Don't sit and make some faux no-fly zone - keep moving around the map and use that range to ruin the enemy team. It's not a universal solution and your priority in using it is "When the time calls for it". Your mere presence calls to a large threat in a large area around you - no one likes getting hit by 30 force missiles. Don't squander it by being easy, predictable pickings. Stay mobile, assess the situation, fire at opportunity targets. This is one reason why Broad Radar is an extremely useful cartridge on her.

Now let's look at Toybox Girl BP. Her missiles actually have a much different utility as a result of their traits.

26 force, 320 ammo, 350 range, 210 speed, 2000 INT for BP

Toybox Girl BP is only single lock, but she fires four mini-cruise missiles instead that spread outwards - two going at sharp angles towards the sides, and two aimed forwards but at an upwards angle. They're slightly smaller, have less force, and less AoE on impact, but there are four of them focused on a single target. She fires at the same rate when rapidfiring, but only launches 3 salvos.

How does this change Toybox Girl?
  • Each missile flies in a different initial trajectory, which results in a much different set of blindspots. The immediate sides, as well as a lot more of the air space to the sides, are no longer safe. However, the upwards and sideways trajectories create a wide circle directly in front that is a major blindspot.
  • Open areas are where her missiles excel, as the expanded aerial coverage makes her great at picking off airs. However, the spread is disadvantageous when there are obstacles, especially walls. You cannot attack within corridors easily, especially with the large forward blindspot.
  • Not every missile will hit grounded targets, even immobile ones, unless you're at maximum range. This doesn't make it useless - you'll still hit and one or two missiles hitting with your expanded coverage is still better than nothing with the original core when it comes to lateral assaults. Just be mindful of how much ammo you're wasting.
  • Less range, less AoE, and less targets means that you can't use some of the same strategies as a normal Toybox Girl. Tactical assaults can only hit one target, you aren't at as safe a range, and the AoE prevents you from having as much havoc against support groups and Power Spot clusters.
  • You can shutdown Airs much better than normal Toybox Girl, though, and this is your primary advantage. The missile spread makes it harder even for high speed and agility Airs to avoid your assault, and the number of missiles helps keep airs pinned. Rapidfire is much nicer since you can pile on a great amount of damage to that one target and they won't have much ability to fight back.
The basic takeaway is that Toybox Girl BP is a much more anti-air artillery than her original counterpart. She is much more of a threat to airs because of the damage concentration and spread, and while her blindspots aren't smaller, they're "moved" to areas that present a completely different problem. Still, it's important to analyze the situation - you have an excellent anti-air weapon here so keep something else for the rest of your enemies.

That should wrap up her internal weapons. While I am very fond of my advice, don't just listen to paper. Whichever version you have, get a feel for all of this first hand. Understand the delays of firing, how vulnerable you are, where your blindspots are, and then adapt from that.

Back to top

Cartridge Choice

Toybox Girl's carts can be very nicely pointed out as good ideas or bad ideas. Bad ideas are usable but not recommendable in most cases.
  • Capacity +70 (20) - Toybox Girl gets 6 capacity carts and 50 usable capacity per cart, as well as 9 HP. A fully carted Toybox Girl will thus have room for 4 other carts, which is generally pretty sufficient for most builds. Remember that Toybox Girl doesn't get a lot of capacity, so the lost capa from both dropping a capa cart and taking a fifth cart will drastically affect your end tuning potential.
  • Enhance Internal Weapons (30) - These increase the force of your BD missile by 3 per cart (2 for BP). So, essentially, it's a Great Force tune for a subweapon, 30 cost. If it weren't clear from the previous section, your missiles are good enough that you don't need to focus capacity in improving them alone, nevermind 60 capacity and two whole carts. If you want stronger missiles, focus on your TEC.
  • Beam Guard (15), Blast Guard (20), Shell Guard (20) - If you have the spare room, these can be extremely nice to improve survivability. Beam Guard is a bit more useful since you will fight many Airs (and it is cheaper). Blast Guard is much more luxury, the reduction is huge but blast attacks aren't a major threat to you. Shell Guard is as worthless as ever.
  • Short Boost (20) - Toybox Girl actually makes for a decent hopper. Outside of that, Short Boost gets her in the air quickly for FLY-based / Accel Roll. Keep in mind that you still count as grounded, though, for purposes of subweapon usage.
  • Boost Run (15) - Only grab this if you're going WLK-based and you think it a good idea. It can get you into position quickly, chase down airs, and is your primary option for escape past your HD sub if you don't have high FLY. 14/11 is a strong start, smart part choice can get you to 29/1 or even 33/1 tier boost run and still fit a good weapon and good TEC.
  • Sway (20) - I'm not sure how I feel about this one since I haven't tried it. Sway-gunning is much more usable now, and Toybox Girl is still a small target, so it can do a lot for avoiding damage. Might be amusing with Slice Gun builds, I should ask Sugu about that.
  • Stun Regain (30) - Remember how much TGH she has? This cart is almost a given. It will probably be a higher priority than a guard cart, if it comes down to that choice.
  • Absorb Bump (15) - Despite her size, Fatbox Girl is an M-sized unit and so she has pretty decent ability to keep her ground. This cart is not very helpful, even with her highly position-based gameplay.
  • Quick Land (25, Level 6) - Essential if you're going for a hopper build, nice to have otherwise even if you don't have Short Boost. This is a really nice cart, through and through.
  • Broad Radar (40, Level 6) - Knowing where enemies are to engage them helps both in your positioning and in your movements. This is important not just to know where enemies are, but also what type they are. I highly recommend planning your build to be able to fit this cart, as it is very valuable to both target assessment and survival.
  • Sniper Sight (20, Level 9) - Fun fact time. Cruise missiles do give an aim warning, but only while they are in flight. Which is to say, "When it is too late." Sniper Sight is thus worthless for your missiles. There aren't many main-weapon setups for Toybox Girl that will work strongly for it, either, so it's not the best cart out there.
  • Moving Burst (10, Level 9) - Toybox Girl only has 470 capacity, recall. This is not enough to make an alpha with strong weapons and stats to go with it. At best you can make a combination that is aesthetically pleasing (FULL MISSILE ALPHA GO!) or is carried by the weapon and not Toybox Girl herself (any Rouche AM alpha setup).
  • Accel Roll (30) - The Rt option that can't just be skipped. For a FLY-based build, this is extremely handy, and combines with all of your other escape mechanisms to make Toybox Girl extremely annoying to keep a hold of. However, for that same reason, if you don't have the capacity to fit it, you can safely skip it and rely on your other options.
Thus, general top picks are to pick 4 out of the following: Beam Guard, Blast Guard, Short Boost, Quick Land, Boost Run, Sway, Stun Regain, Broad Radar.

Normal and BP have identical cart choice, effects of EIW aside.

Oh, and Moving Burst and Sniper Sight are her only level 9 cartridges, and Quick Land and Broad Radar are her only level 6 cartridges. So she has level 1 hops, and level 6 radar / quick land, and can fit any combination of her available carts.

Back to top

Parts Choice

This is the meat section. Potatoes section was much earlier.

Equip some weapon other than your core missile, ideally a Main Weapon. And I don't mean just a Handy Magnum for farming - I mean an actual primary armament that may even be the weapon you use to do the most damage. Toybox Girl isn't like Saggitary Maxis or Cydron - she doesn't have a reliable core weapon that can be the full of her offense. If you still think that, you didn't read the BD Toy Missile section enough - I probably should've made the bullet points in that section spell out "SITUATIONAL USAGE ONLY"! Her core weapon has specific utility and it's up to you to carry a reliable weapon as your primary arm to deal with everything between said utilities.

So, what makes for good single artillery weapons? Let's look at a list, primarily compiled from Relict's thread on the matter. I will be pointing out both good ideas and not-so-good ideas, again.
  • Middle Bazooka (+Mod) - One of the best options on her. It's a solid weapon and her stats and carts work really well, especially of you are a hopper you will hop.
  • Slice Gun (+Mod) - Multifunctional go! This makes you a much more universal threat, to both flying and grounded targets. Very recommended as the weapon of choice if you go for a Sway build.
  • Victorl AM3 - This is basically just as usable as Middle Bazooka - it is less costly, and offers great speed/range and a higher blast component in exchange for less force and the lack of a carried weapon for slots.
  • Pump Bazooka - 3 STR base, horrible capacity. This isn't happening - you'll be able to fit on a Middle Bazooka with better stats and a better attack hitbox.
  • Blast Bazooka (+Mod) - It may seem redundant with your missiles already being anti-air, but it covers almost every blindspot of your missiles, normal or BP. Just keep in mind that this almost eliminates your ability to fight Lands, even though Blast Guard is in a decline of usage right now.
  • Ballistic/Ramjet/Scram Launchers - You already have a homing weapon. Do you want Seraphs to laugh at you even more? These are great weapons, Toybox Girl is a terrible core for them.
  • Bomb Launcher - You do already have an anti-air blast weapon, so this complements your kit in an interesting way as an anti-ground blast weapon. I don't personally recommend it just because I think an Air or Sup would be able to make better use of it.
  • Steam Cannon - This was rather popular back in the day. It is not the strongest of choices, but it will keep enemies off you and possibly into your missile range. Usable but I wouldn't rate it high.
  • Linear Cannon (+Mod) - Not recommended. It makes you have a lot of long range options, but you do not have the capacity to fit it with the stats it deserves.
  • Pumpkin Burner - Can be exceedingly potent for aggressive play, and she does have the survivability for it. However, it might be a tight squeeze to fit it on her available capacity.
  • Double Bazooka - Cheaper than Middle Bazooka, has better damage rate due to the periodic double shot and lower INT. Ammo might be a bit suffering though.
  • Arte Maid AM2 - Your HD missile doesn't combo with it, sorry. But if you want to be the queen of escaping...
  • Dagomure BS - This is a functional idea, as long as you don't use it for something stupid like justifying two shields. You can't tune it weapon-wise, so this is primarily for stat pumping. Consider a Handy Magnum/Handy Bazooka as a handheld, and otherwise consider it an alternative option to a standard Blast Bazooka.
  • Jet Hammer - Go away, Noirel/Kobrakai/Midreus!
  • Toybox Girl AM/AM2 - They're nice enough AMs, but a terrible idea to keep on her. They have a different coverage level than her core, but they are extremely bad on grounded targets (Ballistic and such still hit those folk) and still leave you helpless against Seraphs, so the blindspot accomodation is extremely weak. They also deny you held part space, and you really need slots for efficient tunes.
I primarily focused on top-end / quirky options here. They're almost all gara (other than Blast Bazooka, which is still Rt, and Pumpkin Burner, which is no longer in distribution). There are still options if you lack these (Bazooka, Volcano Grenade, primarily). Even if you lack a strong option, just carrying Handy Bazookas will work, as long as you have a weapon that you can use to shoot people.

Once you have selected your weapon, scope your parts to fit it and an ideal stat distribution. Remember, you have a BS slot and two AM slots. And, of course, top and face accessories.
  • When it comes to subweapons, all AM and held subweapons fit above your HD and below your BD. Which means, if you select your BD weapon, you will switch to that weapon instead of your HD missiles with E. This makes tuning fodder (Poms/Drinks/Candy/Stungun/Maracas) less than ideal. While you can select your HD and use E to arm your BD missiles, this can make maintaining a proper lock for proper positioning an extreme hassle.
  • A single shield (because you only have room for one since you picked a main weapon, right!?) can help reduce incoming damage. For the reasons noted in the earlier bullet point, I don't recommend Rosario so you should just stick with Buckler/Riot/Coffin.
  • Handy Magnum is good to have in your spare hand. It is nice for farming, conserving ammo when dealing with hippos, and it doesn't look bad to hold either.
  • Sol Volca BS is gaudy but if you have one, then it is generally usable in place of getting Accel Roll - it has stats comparable to a nice 30-cost BS, so it basically exchanges the needs-a-ticket aspect of Accel Roll for ammo that you probably won't run out of.
  • Consider focusing on TEC/FLY for your parts, even if you're WLK based. This is mostly because FLY is a dunk stat for TEC/WLK tuning, and your base WLK is already higher. And every point of TEC is appreciated.
Back to top

Tuning Choice and End Result

I'm going to skim on Tuning - your main weapon tunes will be based on the weapon more than on Toybox Girl herself, while stat tunes are just to fill in to a nice end result.

The first choice you probably make is going to be WLK vs. FLY. This is based a lot on your preference, weapon, and cart choice. It was stated earlier but her stats are very convenient on this end and she can comfortably fit high WLK and high FLY builds with 30+ TEC. Find a nice mobility point for yourself and the rest of your stat tunes should fall nicely in accordance.

You can scope her build to avoid +TGH parts and keep her at 16, which is a comfortable proc rate for revenge tunes. Hyper Shot would be fancy on a Slice Gun build, while the other two help you escape engagements easier. I would consider Revenge Tuning to be a luxury choice, and not a goal build - fit it if you have the room.

You have capacity issues so I do not recommend blowing the 55 cost that is Eternal. It's not even remotely worth it, not even on your HD. Anecdotally - I haven't had the HD on my primary TBG broken, even when under excessive fire. I have lost her primary weapon arm, which was terrible, but again, not worth 55 cost.

Toybox Girl has the TGH to support H/G Capacity tunes comfortably, but this skyrockets her already above-average cost. For many builds, I would recommend just settling for a lower goal point than dipping into capacity tuning. She does have normal comfort in tuning space though, Victorl AM3 aside, so if it means a signifcant benefit to your playstyle, then a capacity tune can make an important difference.

That covers your tuning. So what should end results look like? Here are a number of differently spec'd builds, all topping at her natural capacity max without AMJs. The HP values are given without EX tuning. Naturally, the - represents a negative value, most of these are -15 or less STR.

444 HP
-/40/30/2/19
Short Boost / Quick Land / Boost Run / Broad Radar
+45% Rapid Middle Bazooka

414 HP
-/40/2/38/17
Short Boost / Quick Land / Stun Regain / Broad Radar
+25% Rapid Middle Bazooka

454 HP
-/33/30/5/19
Sway / Stun Regain / Boost Run / Broad Radar
Para/+15% Rapid/+9% Force Slice Mod

449 HP
-/36/5/34/20
Short Boost / Quick Land / Stun Regain / Broad Radar / Accel Roll
+30% Rapid Victorl AM3

This is just a smattering of her potential, and some of the above builds aren't even fully optimized as they were whipped up in a small matter of minutes. All of this is using Toybox Girl BD. To remind, BP values are -1 TEC, +2 WLK, -1 TGH.

Back to top

Aesthetics

I needed a section entirely to justify pointing this out.

Toybox Girl is really, really bad at wearing hats:
 

Fwah. I have had so many decent ideas shredded because she looks terrible wearing the necessary accessory. And she doesn't even have a lot of hair sticking up or out to mess with!

I suppose I have to make other notes here, like how large BSes will usually stick far behind her, or how her face PNG forces symmetry, but I believe I said that the sole reason this section exists is to point out how bad Toybox Girl is at donning headgear.

Back to top

Weapon Arms Notes

Before I give closing remarks, I want to take a bit of time to address Toybox Girl AM and Toybox Girl AM2. While they aren't a very useful option to put on Toybox Girl as explained earlier, they're still usable parts. So to make this a comprehensive guide on Toybox Girl, I'll briefly go over the AM parts in isolation.

Toybox Girl AM we'll look at first, you get two of them with normal Toybox Girl, pink or black hair. It has the following part and weapon stats.

85 Cost, 20 HP, -1/3/1/0/2, no hands
13 Force, 200 Ammo, 320 Range, 260 Speed, 700 INT


Toybox Girl AM fires napalm missiles straight, two at a time, five shots per clip. Napalm missiles are mostly-blast homing missiles with negligible AoE. They are homing, but not particularly strong at it. If you've used a normal Toybox AM, they're essentially identical - TBG AM is slightly smaller and has less force, but it fires at a faster rate. The AM is also lower cost and fires from a higher position.

The missiles aren't that fast and their low homing means that you actually do need some measure of aiming to land the hits even on flying targets - always aim in front. Like Cruise Missiles, they're extraordinarily terrible against moving ground targets. Nevertheless, they still hurt, especially on airs, and their firing rate is very nice to pile on damage. It has enough ammo to work well under Hyper Shot. Alpha builds can work with them to add a fair amount of damage at a better range than a bazooka.

Statistically, you have the equivalent of a 45 cost AM (20 HP, +5 stat) with an attached 40 cost missile launcher. It cuts down on tuning slots, but the damage potential is pretty fair for the cost and the +3 TEC +2 TGH is very attractive if you need those stats.

Now let's look at Toybox Girl AM2, which comes as a pair with Toybox Girl BP. These are its stats.

85 cost, 20 HP, -1/2/1/0/3, no hands
11 Force, 160 Ammo, 320 Range, 280 Speed, 540 INT


Toybox Girl AM2 fires pairs of Anti-Air Missiles, one straight and one at an upwards angle. It has a five shot clip. As anti-air missiles, they have a decent sized smoke cloud AoE on detonation, and they have fairly high homing against aerial targets.

These AMs are just as terrible against grounded units, but they have very usable homing against flying foes. However, against low TGH Air opponents, the stun does not mesh well with your high firing rate and you may waste ammo. Actually, ammo is the weapon's major weakpoint, it can run out extremely fast with very little output. This makes it not very usable as a primary armament.

That said, it can work well as a sidearm if you are mindful of its ammo. It has the same statistical result as the first AM - 45 cost AM with 40 cost missile weapon, and part of that AM is +3 TGH, which can be very welcome. A tuned one could work to help either pursue targets or keep them within the range of a primary armament. It is also feasible in an alpha build, but AM2 is less versatile to fit on than AM.

Back to top

Closing Notes

I already mentioned we were closing, no? If you were expecting a strategy section, I'm afraid I don't have one. But that's because Toybox Girl herself isn't a major component of her strategy, weird as that sounds. If you've played or seen Linear Cannon Victory 1, it's the same principle. The build and strategy is all about the Linear Cannon - Victory 1 is a core that houses the potential to use it and numerous advantages to it (core to cover close range, Mini Long Range Bit). Toybox Girl is a great core for housing some very nice M Art weaponry with nice stats, but her primary task is that potential. She has a potent long-range sub, an escape mechanism, and a relatively small hitbox for an M-Art.

I've already covered the general important points of what her core brings to the table in the above sections. The rest of her gameplay is all about what weapon you picked. And, alas, that is beyond the scope of what this guide can do justice.

Back to top
Back to top Go down
Winty
God Poster
God Poster
Winty

Posts : 8419
Join date : 2011-06-12
Location : california

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 2:19 pm

what are your thoughts on mine shooter TBG?
Back to top Go down
JadeCicada
Regular Poster
Regular Poster
JadeCicada

Posts : 434
Join date : 2012-03-26
Location : DOS

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 2:29 pm

I have only played around with Quadra AM, not a proper Mine Shooter, and not on TBG outside of Arcantus. So I don't have a lot of experience.

Ground level thoughts, from paper analysis, it has usable potential. It is a bit costly but the mobility penalties are slight and the STR penalty is obviously meaningless. The damage is nice, and from a strategic standpoint it lets you ward off areas that you aren't actively attacking. You could use it to hedge enemy movement out of your blindspots, or you could use your missiles to force enemies into your minefield. Perhaps my major concern would be the high interval.

It's a lot less direct than a traditional bazooka TBG, but I think Toybox Girl can be a usable core for a Mine Shooter build.

As for Quadra AM, I'm not convinced about it as a primary armament since it has somewhat low force for its sort of end-cost. But, just now I could make a +30% Rapid Middle Bazooka TBG with 35 TEC, 31 FLY that also has an untuned Quadra AM, so, that's one way to look at it. They always said Middle Bazooka has ammo problems, after all.


Last edited by JadeCicada on Tue Nov 20, 2012 2:34 pm; edited 1 time in total (Reason for editing : Added a note for Quadra AM.)
Back to top Go down
Gerrion
Master Poster
Master Poster
Gerrion

Male Posts : 2218
Join date : 2012-01-10
Age : 33
Location : Portugal (Europe)

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 2:55 pm

Quick double-question: You mentioned that tunning fodder would cripple the HD escape mecanism. Would Volca BS do the same thing? And if so, is it worth the tradeoff?


Edit: Some facts about Dagomure BS' weapon. It cannot be tuned, such as Jade said, and its ammo is kinda limited to a total of 100 effective shots. Still, its blurring speed of 400, high stun potencial, double hit (on 33 tec each of the shots does 25 base damage) and somewhat cheap weapon cost (if you remove its hps and stats, the weapon costs 65 capacity) do make up for the cons.

So, Jade did kinda said this, but i'll repeat it: if you have a Dagomure BS and a slotted Hand Gun (2S minimum, going with these two is a viable choice (using Dagomure BS as off-weapon and Hand Gun to blast containers).


Last edited by Gerrion on Tue Nov 20, 2012 3:14 pm; edited 1 time in total
Back to top Go down
JadeCicada
Regular Poster
Regular Poster
JadeCicada

Posts : 434
Join date : 2012-03-26
Location : DOS

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 3:07 pm

I do not have a Sol Volca BS and did actually ask someone to test this for me (but he never got back to me on it). That said, I think the impact is neglible if it did, and may even be positive.

Versus your HD missile, Sol Volca BS as an escape mechanism usage trades away the ability to deal damage with better directional control, liftoff, and consequent better aerial mobility. Which, to me, is an extremely nice trade-off (as opposed to harmlessly waggling a stick of candy and shouting "EI!").

If you want to be using both Sol Volca BS *and* HD Toy Missile for escape alternately and in conjunction, you will be switching with Shift anyway. Which order it is shouldn't matter.

I personally don't like the appearance of adding GIANT FLAMING WINGS onto an already complicated missile backpack with giant robot arms, so even if I did have a Sol Volca BS, I probably would put it on a different robot. But for those who do have it, I'd honestly recommend it over leaving room for Accel Roll.
Back to top Go down
Guest
Guest



Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 3:12 pm

Now THIS is a guide. I might make my TBG with this resource around!

Arte Maid am2 TBG. Oh god I should try that.

Thanks for this great guide, Jade~
Back to top Go down
Relict?
[Moderator]
[Moderator]
Relict?

Male Posts : 5786
Join date : 2011-02-08
Age : 27
Location : San Diego

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 3:55 pm

Amazing guide.


Quote :
Edit: Some facts about Dagomure BS' weapon. It cannot be tuned, such as Jade said, and its ammo is kinda limited to a total of 100 effective shots. Still, its blurring speed of 400

Spoiler:
 

It's only 320.
Back to top Go down
Gerrion
Master Poster
Master Poster
Gerrion

Male Posts : 2218
Join date : 2012-01-10
Age : 33
Location : Portugal (Europe)

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 8:10 pm

Wierd, could have sworn it was 400, or else i wouldn't had placed that value.

Quite wierd scratch
Back to top Go down
Alathon
Adept Poster
Adept Poster


Male Posts : 509
Join date : 2011-05-08
Age : 423
Location : US

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 9:48 pm

wow this is excellent


stop being so great with guides jade uguuu
Back to top Go down
Scott-kip
Adept Poster
Adept Poster
Scott-kip

Male Posts : 941
Join date : 2011-07-07
Age : 24
Location : Not where Akhenderson is but close!?!?

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 11:03 pm

10/10 better than anything SL spits out
Back to top Go down
Shecas
Regular Poster
Regular Poster
Shecas

Posts : 105
Join date : 2012-07-11

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyTue Nov 20, 2012 11:13 pm

Thanks for the guide Jade! #em3
Never knew about that hat problem.
Back to top Go down
Z741
Adept Poster
Adept Poster
Z741

Male Posts : 739
Join date : 2010-12-29
Age : 30

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyWed Nov 21, 2012 4:40 am

-stamps Seele of Approval- (b'-')b
Back to top Go down
tehprognoob
Ace Poster
Ace Poster
tehprognoob

Male Posts : 1712
Join date : 2011-07-22
Age : 24

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyWed Nov 21, 2012 2:47 pm

volcanics bs has no subweapon and is still GIANT FLIPPING FLAMING GAY CHICKEN WINGS
Back to top Go down
Guest
Guest



Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyWed Nov 21, 2012 5:00 pm

The hell did you get Volcanics BS from?
Back to top Go down
JadeCicada
Regular Poster
Regular Poster
JadeCicada

Posts : 434
Join date : 2012-03-26
Location : DOS

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyWed Nov 21, 2012 5:38 pm

I assume he just brought it up because I mentioned that Sol Volca BS is a pair of giant fiery wings and he wanted to comment that those were another example of giant fiery wings.

That said, it's not a terrible choice on her, aesthetics aside. Compare with other +3 FLY 30 cost BSes (most of which are largely Rt charge rewards), let's pick Trinity BS.

Volcanics: 30 cost, 15 HP, -1/0/2/3/0
Trinity: 30 cost, 15 HP, 0/1/0/3/0

If you go by the typical "part efficiency" calculation, they are equal because they both give +4 net stat and 15 HP, which is roughly "one free stat". However, because STR is almost always worthless on Toybox Girl, then Volcanics equivalently becomes "two free stat" because the -1 that balances out the additional +1 is completely ignored.

I originally considered putting a note on the Parts Choice section with regards to calculating stat efficiency for -STR parts, but figured that it was more of a general rule of thumb for build theory with a dunk stat than one necessarily for Toybox Girl. However, I might add it anyway just as a refresher point.
Back to top Go down
Guest
Guest



Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyWed Nov 21, 2012 9:26 pm

@tehprognoob wrote:
volcanics bs has no subweapon and is still GIANT FLIPPING FLAMING GAY CHICKEN WINGS
Ay yo son, don't be frontin on Volcanics BS. It's 30 cost worth of 100% sexy.
Back to top Go down
rei_hunter
[Moderator]
[Moderator]
rei_hunter

Female Posts : 4643
Join date : 2010-09-22
Location : Amatsu (Philippines)

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyThu Nov 22, 2012 9:21 am

gah, i really need to retune my Toybox Girl.

2 Bucklers, 2 Accel AMs and 1 Dagomare BS. Yeah yeah. lack of a better option (Though, i do have Handheld Blast Baz, i just find Dagomare BS to hit more than blast baz. also it looks cool on Toybox Girl regardless of how weird it is when you're using it.)
Back to top Go down
http://twitter.com/reihunter
tehprognoob
Ace Poster
Ace Poster
tehprognoob

Male Posts : 1712
Join date : 2011-07-22
Age : 24

Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptyThu Nov 22, 2012 11:31 am

iKray wrote:
The hell did you get Volcanics BS from?

[Ro] Cube spat out a Volca Sword Wing for me; thought I'd mention it because it still gives you the satisfaction of flaming wings without having to deal with extra subweapons
Back to top Go down
Guest
Guest



Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl EmptySun Feb 15, 2015 2:07 pm

I should probably mention this.

I've also seen a rockin' build that had her with Antlion AM. From what I saw on how it performed (while in observation mode), I'd recommend Toybox Girl + Antlion AM too.
Of course, Antlion AM has some seriously low ammo, but it really packs a punch!


Also, I'd like to ask. How well would Heat Gatling or Blast Gatling work on her?
Also, Blast Railgun. Would that be any good on this cutie pie?
Back to top Go down
Sponsored content




Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty
PostSubject: Re: Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl   Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl Empty

Back to top Go down
 
Toy-chan! ♪ Fai-to! ♪ - A Wall of Text on Toybox Girl
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Cosmic Break :: Cosmic Break :: Guides :: Artillery Types-
Jump to:  




Copyright©2007-2014 CyberStep, Inc. All Rights Reserved.

Theme by, Sean

Free forum | © phpBB | Free forum support | Contact | Report an abuse | Forumotion.com