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 Psycho Formula Build

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Morishima
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Morishima

Female Posts : 157
Join date : 2011-09-03

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PostSubject: Psycho Formula Build   Psycho Formula Build EmptySat Sep 24, 2011 10:59 am

This build has bad stats BUT 4x railguns xD

Spoiler:
 
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Retrias
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Retrias

Posts : 775
Join date : 2011-09-21

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptySat Sep 24, 2011 1:52 pm

PHAT tiny arts, not bad stats, the whole thing is WIDE , had 11 walk , might as well not fly and only 17 tough? Well It does hops if anything
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Courius
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Courius

Female Posts : 928
Join date : 2010-10-27
Age : 44
Location : Somewhere flying

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptySat Sep 24, 2011 8:17 pm

kinda think supposed breaker better than those railguns... due they need charge first before shoot...
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Fireflywater
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Fireflywater

Male Posts : 1220
Join date : 2011-05-22
Age : 24
Location : The Undead Daily Garapon

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptySat Sep 24, 2011 8:20 pm

>not taking advantage of level 1 moving burst
>4 weapons
Doing it wrong.

If you want to use moving burst, switch the railguns for Breakers.
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FireKiller87
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FireKiller87

Male Posts : 1708
Join date : 2011-03-08
Location : Blowing FC Seraph out of my airspace

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptySun Sep 25, 2011 1:10 am

@Fireflywater wrote:
>not taking advantage of level 1 moving burst
>4 weapons
Doing it wrong.

If you want to use moving burst, switch the railguns for Breakers.

That's not even the worst part.

Holy mother fucker...

-First off, Asura AMJs on Psycho is wasting all his tiny-ass BD.
-Second, quad Rails = you're dead meat to anything at close-medium range or closer.
-Third, as Firefly pointed out, wtf no moving burst? Especially on this kind of build, where you'll get full use of your quad rails only through alphaing.
-Your movement stats suck massive balls. Even with Boost Run and Short Boost, you lack any decent mobility.
-...Are you serious? Think, man. Stealth System on a bot who's wielding four decently-sized Railguns, packs two Asura AMJs with their absurd hitbox extension...complete waste of a cart.
-Your HP is really, really, REALLY shitty for a Lv10 bot. You'll end up as scrap metal in five seconds flat against an enemy who has any half-decent level of firepower.
-A sniper bot does not need four fucking Railguns to make his or her point. That's what a really shitty alphag usually does.
-The four railguns are fired from three different trajectories(different trajectories for each of the rails on the Asura AMJs, then the trajectory followed by your normal handhelds), which means you're usually wasting at least one or two rail shots every time you alpha, and there's no way to fully utilize all four rails without alphaing.

In short, this build is pathetically inefficient with DPS, extremely vulnerable to close combat, lacks any decent mobility, and doesn't even have the HP needed to survive an attack and hopefully regroup with teammates.
What I suggest, if you want to turn Psycho into a sniper, is to:
1) Make him as small as possible. Sniper bots usually don't have more than two weapons(your primary sniper weapon plus a backup that handles or excels at close combat), and are usually designed to be as unobtrusive as possible so they can work at full effectiveness.
2) Toss those Asura AMJs. This relates back to #1 above, and also cuts your cost by 100 and gives back mobility stats.
3) Emphasize Psycho's insanely high core TGH, as well as his high TEC. Not putting that base 20 TGH to work is a waste of his BD.
4) Pick one mobility stat and emphasize it. If you use FLY, you can just use your aerial superiority to maneuver quickly. If you decide on WLK, you'll need either Short Boost or Boost Run(pick ONE, two makes you too vulnerable to Boost Drain and Waste Booster, courtesy of Lala Ricotte and Nicole Malice). If you choose Boost Run, refer to the speed tier chart posted on these forums. Get to at least yellow speed tier, as this will give you a fighting chance to escape a sticky situation. Short Boost can be used with WLK + 1 FLY, and enhances Psycho's dodging ability and makes good use of his small physique.
5) If you want to dualwield two sniper weapons, be aware of your surroundings. Also, get Moving Burst at Lv1. If you don't dualwield sniper weapons, Moving Burst is not necessary.
6) If you dualwield sniper weapons, go for Breaker-type weapons. If you prefer to use a single, somewhat more powerful sniper, take a Railgun. Beware that Railguns have to charge up before firing and most players can spot the railgun charging up from a mile away. Breakers have the advantage of being partially explosive and do not require charging, but have slower projectiles and poorer range than a Railgun.
7) Try to get your max HP up. If you're playing Psycho as a pure sniper, you don't need too much health, but I would certainly have at least 325 HP or more. Having too little max HP leaves you vulnerable to nuisance attackers(keep attacking you with low-damage weapons, but its difficult to shake em off so you take tons of damage) and one-hit, high-damage attackers like Vanguards, who usually take out 100+ HP in one strike if they're properly tuned.
Cool When tuning, go for mobility first. Once you've achieved the desired mobility stat, pump whatever's left into TEC.
9) If you dualwield, you can use your WB as a close combat defense if an enemy gets too close. This will require keeping your WB charged at all times, especially if your back or flanks are exposed to potential attacks. Keep a Wonder Drug handy for quick, instant charging. If you're wielding only one sniper weapon, equip a secondary weapon that excels or at the very least can handle close combat. Good choices are bazooka-type weapons, like Handy Bazooka, or Magnum-class weapons.
10) Toss Stealth System. Even if you're cloaked from radar, your lock-on will still alert the target to the general direction of your attack. Once that's done, a decent player can easily retrace a breaker or railgun shot back to you by determining the direction from which it was fired. And if Psycho gets Sniper Sight, don't go for that either.
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boytitan2
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boytitan2

Male Posts : 8637
Join date : 2010-12-23
Age : 28
Location : Buffalo NewYork

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyMon Oct 03, 2011 2:05 am

alpha rail guns is fail. Actualy shop rail gun is a joke get linear cannon and a m sized bot.
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FireKiller87
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FireKiller87

Male Posts : 1708
Join date : 2011-03-08
Location : Blowing FC Seraph out of my airspace

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyMon Oct 03, 2011 6:04 pm

@boytitan2 wrote:
alpha rail guns is fail. Actualy shop rail gun is a joke get linear cannon and a m sized bot.

Maybe you're just a bad sniper with shop Rails.
And Linear Cannon's also a "shop rail gun", considering you buy it from the RT shop...

Yeah, basically:

1)Take advantage of Psycho's insane TGH and tiny-ass hitbox
2)If you're lucky enough to have a Type 2, keep his HD(dunno stats but it could be worth it), scrap the AMs, get better AMs.
3)ONE RAILGUN. ONE. YOU DO NOT NEED TWO. OR FOUR. OR EIGHT. OR WHATEVER NUMBER YOU THINK YOU NEED. ONE RAILGUN.
4)Psycho's base mobility isn't absolutely shitty for an ART, but it needs pumping. Be wary of mobility carts; practice railgunning while they're active so you don't get fucked over. All mobility carts except Sway(which affects it in some odd way by curving the projectile) cause you to shoot at a much lower angle than when you're just running, walking, or standing.
5)Don't tune TEC until mobility and any possible weapon tunes are done. Psycho is like your RT mecha version of Lily Rain-decent mobility(except he's not FLY-dependent much), good TEC, better TGH, a shitload more slots.
6)Moving Burst on a Sniper's build is useless, don't bother getting it. If you dualwield Rails(which is acceptable, but again not recommended by me personally), then get MB. If you scrap the whole sniper idea and go with two normal-ranged weapons, get MB.
7)Reason for no dualwield is your shitty close-range capacity if you dualwield. Rails tend to suck harder as your target closes in on your position, so get a nice bazooka or whatever so you can defend your ass when you run. Like I said, your WB can also serve as close-range, last-ditch defense, but keep a Wonder Drug handy and keep your STR and TEC above 1.
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nzlk
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nzlk

Posts : 403
Join date : 2011-05-07

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PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyTue Oct 04, 2011 4:35 am

@FireKiller87 wrote:
you'll need either Short Boost or Boost Run(pick ONE, two makes you too vulnerable to Boost Drain and Waste Booster, courtesy of Lala Ricotte and Nicole Malice).
scratch
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FireKiller87
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FireKiller87

Male Posts : 1708
Join date : 2011-03-08
Location : Blowing FC Seraph out of my airspace

Psycho Formula Build Empty
PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyTue Oct 04, 2011 6:36 pm

@nzlk wrote:
@FireKiller87 wrote:
you'll need either Short Boost or Boost Run(pick ONE, two makes you too vulnerable to Boost Drain and Waste Booster, courtesy of Lala Ricotte and Nicole Malice).
scratch

Whoops, that should be Katalina BG. My fault.
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Alanni
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Posts : 11
Join date : 2012-03-02

Psycho Formula Build Empty
PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyFri Mar 02, 2012 5:35 am

not taking advantage of level 1 moving burstPsycho Formula Build G
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UncleBobbie
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UncleBobbie

Male Posts : 1342
Join date : 2011-03-02
Age : 26

Psycho Formula Build Empty
PostSubject: Re: Psycho Formula Build   Psycho Formula Build EmptyFri Mar 02, 2012 8:13 am

Wat is dis.


Also, lol at everyone going "Y U NO USE LV1 MOVING BURST?"

>Good cart at lvl 1 = You must get that cart on this core no matter what.
Olol.
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