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 (UC only) Improving Beezle A while keeping costs low

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pipcard
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(UC only) Improving Beezle A while keeping costs low Empty
PostSubject: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 8:19 pm

Any way to do this?

P.S. What do you consider "low cost?" 200? 300?
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Hyoka
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(UC only) Improving Beezle A while keeping costs low Empty
PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 9:02 pm

A lot of people consider low cost somewhere below 1000 or 800.

I define low cost as anything under 500 for S & M size and under 1000 for L size.

I think your best bet is equipping it with better weapons, such as the plasma gun from the shop (though it's going to be pretty hard on the cost), or a viper shield + bazooka.

I don't think you should tune a beezle, because tuning to a certain stat can really jack up your cost ( A 40 tec beezle will cost around 600, and that's assuming you somehow have the luck and three-slot parts to do all that tuning with).
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 10:56 pm

Hyoka wrote:
A lot of people consider low cost somewhere below 1000 or 800.

I define low cost as anything under 500 for S & M size and under 1000 for L size.

I think your best bet is equipping it with better weapons, such as the plasma gun from the shop (though it's going to be pretty hard on the cost), or a viper shield + bazooka.

I don't think you should tune a beezle, because tuning to a certain stat can really jack up your cost ( A 40 tec beezle will cost around 600, and that's assuming you somehow have the luck and three-slot parts to do all that tuning with).

What's good for 200-300?
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Hyoka
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 11:10 pm

Pulse gun/Mini bazooka + viper shield.

Don't quite remember how high your cost will go but it should be under 400.

People tend to tell me pulse gun sucks, I like the stun chance.
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SaberAlter
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 11:26 pm

if you got garulabird equip 2 of them on a lvl2 beezle. thats all you need for massive dmg on a 280cost bot
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Hyoka
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyTue Mar 01, 2011 11:35 pm

SaberAlter wrote:
if you got garulabird am equip 2 of them on a lvl2 beezle. thats all you need for massive dmg on a 280cost bot

Quote :
(UC Only)

derp
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pipcard
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyWed Mar 02, 2011 12:11 am

Okay here's what I've got

Beezle A lv. 2
-Mini Bazooka
-Viper Shield

Beezle A lv. 2
-Wide Beam Gun
-Viper Shield

p.s. never realized the shield was so huge...
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necrio
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyWed Mar 02, 2011 3:39 am

viper shield is correct, but your weapon of choice is wrong

it's supposed to be ELECTRON GUN with its STUNHAX
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pipcard
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyWed Mar 02, 2011 6:09 pm

necrio wrote:
viper shield is correct, but your weapon of choice is wrong

it's supposed to be ELECTRON GUN with its STUNHAX

I do better with Wide Beam Gun.
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Sanzeinga
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyThu Mar 03, 2011 5:32 am

Hyoka wrote:
I don't think you should tune a beezle, because tuning to a certain stat can really jack up your cost ( A 40 tec beezle will cost around 600, and that's assuming you somehow have the luck and three-slot parts to do all that tuning with).

No offense.. but you're doing it wrong.. -> dont need to aim for max tuning, nor focus on tec


Limited plasma gun ( 15 force, less ammo, better most other things ) 110 cost
plasma gun ( 18 force ) 170 cost

60 cost difference ( i still agree / like with plasma, even here... but for a low cost wide beam might be the best of these )

An efficient tune will give +2 stats for 5 cost -> 60/5 = 12, 12x2 = 24 stats. This is a huge amount. [ the plasma guns comparison is just to give a sense of the cost scale here... ]. Its extremely easy to increase beezle output significantly with very minor changes to cost.

Here are a few important considerations about tuning beezle
1. walk / strength - a +2 for 5 cost tune will require -1 to two stats ( if we're talking about fly -> -walk -str ). The story with tec is, it is going to be less cost efficient tune than fly: +1.5 tec for 5 cost. But in the case of a beezle, fly is going to outweigh the value of tec for a long time. You may want accessories ( like that cute hat that gives walk and tec with a slot ) to alleviate this, OR choose parts that provide some of these stats rather than ignoring them completely
2. slots: Its going to be hard enough finding 2-3 slotted beezle parts ( i've been searching for a while now for the 3 slots... ). You want 3 slotted beezle AMs for their 5 cost and small form. Legs are more of a choice... original beezle legs have a very compact form ( hitbox ) as well as a dive attack that can be useful as an evasive maneuver ( rarely ), but have a higher base cost of 20. Misside legs ( i think? ) are somewhat wider but have lower cost ( you're more likely to find 3 slotted as well ).
3. When choosing parts, please consider your hitbox change. The larger the parts you use, the less meaningful it is to be using a beezle core with its tiny form.

If you don't plan on trying to make some kind of ultimate beezle, it is still worthwhile to put minor tunes on 1 slotted store bought beezle parts.

Going back to the hitbox issue, a buckler is a much better choice ( drop from berzelius ) than the viper shield. Viper shield may be a more powerful shield ( i've not tested this for certainty but its irrelevant to this ), but it has a huge hitbox and will take hits that would otherwise not hit you anyway -> this leads to rapid loss of your shield which will no longer be around to block hits that would hit you directly. Buckler is small, however beezle is also very very small -> the result is it will protect beezle very well without extending your hitbox very much. That said, if you lack bucklers, viper can be very good.


The core issue here is the meaning of "low cost". There are differentways to interpret this, and depending on the intended meaning the goals here change significantly

1. Absolute lowest cost possible while being capable of having some kind of use/impact
AKA: Your bot is not a bot so much as it is a weapon that can somehow move
This is where suggestions for things like garula AM beezles come in. A similar build might be a level 1( or 2? ) beezle with legs replaced for 10 cost legs, and the other AM removed, equipped with a highly effective weapon ( wide beam, limited/plasma, bazookas, etc )

2. High performance : cost ratio
Technically the above is following this interpretation in a more abstract way. By utilizing an extremely low cost core ( hopefully it has some decent stats to start with ), and low cost parts and then tuning them for performance, you can end up with a bot that has surprisingly high stat performance for its cost.

WARNING: Data taken from google: cosmic break wiki, since the server is down. Exact numbers may be off but for the purpose of illustrating this concept, exact numbers aren't necessary, nor is this scenario completely realistic or practical
Crimrose:
200 hp, 280 cost, 8STR, 13TEC, 7WLK, 14FLY, 6TGH
beezle:
100 hp, 130 cost, 5STR, 8TEC, 6WLK, 10FLY, 3TGH

beezle is probably going to need 1-2 cost capacity upgrades to get anywhere via tunes, this will raise cost by 50 and increase hp by 58
-> 150 hp, 188 cost
There is still an approximately 100 cost difference between the two units. The hp difference can actually be argued in favor
of beezle ( the smaller hitbox means on average you will actually take less damage, and 150 hp will take you farther than the 200 on the crim ). Meaningful stats: Fly, tec. TGH is garbage on both and more or less unsalvageable. There is a difference of 5 tec and 4 fly. 4 fly is easily gained for 10 cost, and 4 tec for 15 theoretical cost ( in beezle's case impractical ) or 20-30 cost more realistically. At worst you have a robot that is smaller than a crim, and costs less, while maintaining more or less equivalent performance. cost : performance [ That said.. you don't want crim performance ]
You will of course be limited by your supply of slots as well as your stats ( unless you are willing to pay the consequences for zero stats ), which restricts your maximum theoretical tuning, however high cost:performance is not about reaching maximum stats, its about having high performance for a given cost.

HP is another critical factor for a beezle, not merely because more hp = better. The smaller a robot is, the more useful HP is because the "passive" evasive factor of being difficult to hit will mean you are taking less damage... due to taking fewer hits. Likewise, the faster a robot is, the more useful HP is again for similar reasons. A small fast fly tuned beezle has surprisingly good survivability ( assuming you don't make poor decisions and know not to pick fights with certain things ). This effect is multiplied with the addition of a buckler and more hp. Looking to the tuning you will find that the highest efficiency HP tune is also the lowest value one, 10 hp for 10 cost or in otherwords 1:1. Beezle has no need for this tuneup because it's cost capacity cartridge offers 29 hp for 25 cost ( in addition to increasing capacity ), other than to save cart slots. However it is still a big hit to cost, and should be taken with care. If your goal is to make a 600 cost beezle that can achieve performance and effectiveness comparable to a 1000 cost robot, then these are great cartridges.

(surprise surprise)
Fly is your best bet for tuneups, increasing your survivability, your offensive ability ( to chase... anyone who plays a slow beezle understands that issue ), and overall flexibility. Tec is a good stat, but fly will provide the largest gain for the cost ( especially because it is more cost efficient )

Weapons:
I've tried a wide variety and they are all pretty good in their own ways:
Wide beam gun, limited/plasma gun, pulse/electron gun, mini bazooka, beam machinegun, rage machinegun, beam rifle, etc
Don't bother with weapon force tunes unless its a low interval weapon ( X machineguns ), and even then take only the lowest one once, for the sake of cost : performance value.






TL;DR summary:
Use parts with small hitbox, tune for fly > tec > waste of cost, pick any of those good weapons, buckler > viper > nothing, cost capacity cartridge gives 29 hp for 25 fly and you dont HAVE TO use all of your available capacity
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necrio
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PostSubject: Re: (UC only) Improving Beezle A while keeping costs low   (UC only) Improving Beezle A while keeping costs low EmptyThu Mar 03, 2011 9:58 am

or you could go support and equip a high stunrate weapon such as electron guns on your beezle
and tune it for even more parahax

Annoying bees that stuns you and has a massive shield. Go figure.
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