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

 

 [General]Guide to air types [Updated 6/20/2011]

Go down 
Go to page : 1, 2  Next
AuthorMessage
Intet
Adept Poster
Adept Poster


Posts : 825
Join date : 2010-10-02

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySat Oct 02, 2010 10:39 pm

We have a guide for ART, and a guide to LND (seriously, why is the land one NOT sticked yet?) so here is one whipped up for air, leave feedback, and I'll work on improving it as I learn more about each bot.

This is pretty much a rough overview of the air bots currently available in Cosmic break, just there to help you sift through them all, any extra notes or information that would be useful would be much appreciated.

Small size bots :

Crimrose

Crimrose is a small, low cost bot you can get from just starting the game, and as a result she'll be the first experience with the air type for most players. Stat wise she has some of the lowest stats out there meaning you'll need to do quite of bit of part customizing to really bring her up to standard. She can also be promoted, starting at level 8 to Seraph Crimrose, gaining the seraph wing ability. All in all Crim is a good bot if your looking for something low cost, and as a small target, but you should be careful as she is quite fragile. Evasion is a must. For people looking for Seraph Crimrose info I would like direct people to the guide here : http://www.cosmicbreakfanforum.com/guides-f2/a-small-guide-to-crimrose-t456.htm



Crimrose N

Similar to the original with an slight increase to strength, Crimrose N's only real defining characteristic is she comes with different armaments and her different color scheme.

Crimrose B

A Crimrose specialized for melee combat, Crimrose B comes armed with 2 melee weapons to attack her foes with, while stat wise she is near identical to the original.

Mecha Jetter Girl

MJG's stats are all fairly solid at the start, with fly starting at a good 23, and with no stat below 10. She lacks customizing ability though, as all her parts are permanently welded to her frame. On the upside though, they all have 3 slots, meaning you have the ability to do some serious tuning. She comes with a core ability (I'm guessing is like dash attack like melee with limited ammo).

Tesladonna

Stat wise, Tesladonna is slightly lower than MJG while having a higher cost. Her arms are also her weapons, so if you want to put some guns in her hands you'll need to change the arms. The arms also function as both a ranged attack, and a melee. As a range weapon they are typed as a “thunder laser” which is more or less like a standard laser in terms of power, with a fair amount of ammo. As a melee Tesladonna will send the floating rings that surround her out to attack her target one at a time. The attack interval on the rings is pretty good, and since they home in on locked targets, it tracks well. The rings also have quite a bit of reach on them with a range of 120, so if your in range to use the thunder laser you can move a touch closer to sling the rings at them as well. Her other subweapon is her legs. Using these Tesladonna will slam almost straight down into the ground, then bounce back up into the air to continue flying. If you feel like goomba stomping people into dust, this would be your attack choice.

Tesladonna Coil
While largely the same as Tesladonna, Tesladonna Coil's ranged attack is different. Rather than firing a laser, she fires a paralyzer beam like attack from her left arm. While its strength is on the low side (force of 8 ) the range and the fact it can be fired in quick 5 shot burst make it a good harassment weapon. From personal experience it can be useful as its stun chance, combined with its burst fire, mean you can knock people out of the air with it, or stunlock people on the ground if you get lucky. Her right arm is free, so you can stick a gun in it if you choose.

Cross Raptor

With high tec and fly, but low everything else, Cross raptor is probably the shining example of what most people would expect from a small air type, pure hit and run. He's a rather tiny bot, as such slapping a shield on him does wonders as it will guard most of his front.

Cross X Raptor

While mostly the same as Cross Raptor, Cross X has core ability 'beam tackle' a close range attack with limited ammo. When used Cross X will become encased in a blue energy field and swoop down on his target, if they are lower then him. If not he'll just move straight ahead. This makes positioning crucial when using the attack. It passes right through people however, making it a good harassment attack. Using core upgrade gives beam tackle more ammo, so if your a tackle enthusiast you may want to pick that up.

Both Cross raptors feature shoulder pauldrons that absorb damage and can be broken off if they take a certain amount of damage.

Cross XX Raptor


Same stat distribution, new core weapon. This model features a double lightning gun core that (like all lightning guns) penetrates shields. The core weapon is pretty good, and is pretty solid after both core upgrades, but it means that XX runs tight on cost.

Tristar +

with a rather small hitbox, Tristar + has only 2 weapons as a stock bot; the double beam machine-gun core weapon, and the slash-blade like arms. The arms can't hold weapons, but they do execute a long, multi-hit combo that sends blade waves all over the place.

Shin Cybersonic


Cybersonic has high stats all around, but is notable for having unusually high walk for an air. Also has an interesting cartridge selection including hopper cartridges, and boost run. A rather versitile bot build wise.



Brickgale RED/BLUE


Brickgale RED is a new small air with good stats, fly is at a start of 24, no stat lower than 10. Hp starting at 330 isn't bad either. He comes armed with a bayoneted beam rifle that is integrated into the right arm. As far as beam rifles go its noting special, however it does help save on cost. The bayonet allows you to execute a 2 hit/2 click combo that consist of a stab, followed by a slash. Brickgale's real selling point is his booster, which grants the "stovl" ability. Using stovl, you'll quickly make a take-off to hit max altitude if used on the ground, if used in the air, you'll shoot straight down and make a quick landing. Stovl comes with 20 uses, more than vanishing jump, less than fly-high. If your just starting out with him I suggest getting him a 2nd weapon, or putting a shield on him, as using just the beam rifle can lead to frustration with fast moving targets. Take potshots at a distance with the rifle, melee people that are close, seems to be the plan for RED.

Brickgale BLUE is pretty much the same as his red counterpart, but his weapon arm is different. It has a fast firing beam machine-gun attached and it can hold another weapon.

Helingal


A small bot with rather impressive stats for UC, Helingal has high tec and fly, low str and wlk, and fair tgh. Heligal is interesting for the fact all of his parts are  welded to the frame, which means the only thing you can do to his body is make use of the 5 tune slots he has in addition to leveling up for cartridges. His ranged attack is the Pulse Missile, a homing beam shot with good force and range, moderate firing rate. Pulse Missiles only home in on a locked on target, so be sure to actually have a lock on, or else you'll fire unguided shots. The homing ability on them is actually pretty good, making them an accurate attack. Helingal's only other weapon is his booster, which gives him the rotor tackle. While it doesn't hit hard, it is a viable weapon for knocking a rival air out of the sky, or wailing on an unsuspecting ART unit.

Dikaros

A small uc bot, Dikaros has decent stats, although his tough is low. This is somewhat remedied with the stun regain cartridge he can obtain, which I strongly recommend taking as his low tgh, and low hp mean that you need all the free hp you can get. The real notable thing about Dikaros is his weapon arm. Tri shot (the main weapon), is a shotgun like attack, firing 3 bullet type shots out in a fan like pattern. Its damage is good, but it's ammo is somewhat lacking. The weapons sub weapon fires 3 homing beam shots, and can lock on to up 3 targets at once, firing a homing beam at each one. The homing on the beams is pretty impressive, they will make some pretty sharp curves in an attempt to hit the target. The downside is that the attack is only useful at a distance, due to how the beams are fired. They spread out, then home, similar to Izuna Nagi's booster attack.

Beezle A

Small, and low cost, Beezle A is the Air version of the froglander, a cheap unit that will be ahead on cost if it manages to kill anything. The leg part functions as booth a ranged attack and as a melee. Used in the air, Beezle will strike downwards at a 45 degree angle before returning back to flying altitude, when used on the ground Beezle fires a short ranged projectile (its almost invisible) that hits for pitiful damage. Both versions of the sting consume ammo.

Sword wing

If Beezle A is air's froglander, Sword wing is air's turtle backer, working on the same principle, but with higher capacity. Sword wing has an integrated weapon in the head, a short range, small caliber machine-gun that is only really useful for farming trees once you run out of ammo in your main gun.



Medium size bots


Ghost Raider

A medium sized bot with some stats comparable to a small sized air, Ghost Raider's only real saving grace is that he's cheap on UC and cost, and you can swap out parts on him. Other than that, he's a fairly average bot.

Izuna Kamui

With good all round stats (cept tough, clocking in at a low 8 ) Izuna comes with 2 interesting sub weapons. The core weapon is vanishing jump which will teleport you up to max altitude when used, which can be a life saver if you need to quickly get off the ground (incoming Ivis!) but it only has 5 ammo to start. While it can be increased (don't know by how much as of yet) you'll need to manage when you use it. Her other notable sub weapon is her booster, which grants the tail wisp ability. Tail wisp function similar to missile type weapons used by the ART class. You'll need to 'lock on' first denoted by a light blue circle on the acquired target(s) after which you can fire, releasing 4 wisp that will home in on the target (s). The max amount of targets you can acquire is 2 and wisp are a pretty accurate attack. As a bonus the tail wisp attack has a lot of range (270) and a decent amount of ammo (220), if that isn't enough, the damage is pretty good as well. The downside of the tail wisp attack is that you lose control of Izuna (or anyone you slap the booster on) when you fire for a brief period. If your flying, you'll continue flying in a straight line in whatever direction you were headed . If your on the ground you'll rise straight up high in the air and somersault at the top, fire then fall like a stone. You don't regain control for about a second while flying, but if you use the booster on the ground you have to wait till you land to do anything.

Izuna Kamui Nagi

Izuna's cursed form has more tough than her original, but at the cost of less tec, and 1 less fly. Her booster is also permanently fused to her legs, and has changed in functionality; it doesn't hit as hard, but fires 8 wisp over the original’s 4. While the homing ability of the wisp is largely unchanged, how they are fired makes a significant difference in accuracy. Unlike the original which has the wisp home from the moment they are fired, Izuna Nagi's will spread outwards first, then home in on your targets. This means that this booster is a lot more effective at a distance than it is up close, but it can be fired more often. It also won't cause you to rise up if fired on the ground the wisp will spread out from the left and right of you before zipping off. She still retains the vanishing jump, letting you quickly take to the air when you need it most.

Both Izunas can equip a 2nd booster due their legs adding a booster slot.

Pacifar

With high tec, str, and tgh, pacifar is a good if a touch more costly mid size bot. She comes armed with 2 beam guns integrated into her arms, but can still equip a weapon in each hand, giving some good options when planning your weapon load out. She can also acquire the moving burst ability later in cartridge upgrades, rather odd for an air type. Pacifar's legs fold up underneath her while she flies, giving her a smaller profile from the front, so you may want to put a shield on her as it should provide good coverage.

Frau Adone

A mid sized bot with good stats all around, Frau is armed with 2 unique weapons. Her arms contain integrated beam accelguns with moderate force and good range and ammo. The speed of the guns is fairly high for a beam weapon making them fairly accurate as well. Frau's legs however are really the main attraction, as they give the user the Chaselight Kick attack. Chaselight Kick is a fast moving series of kicks, which vary if your on the air or the ground. The aerial combo starts with a pair of diagonal crossing kicks, followed by an ax kick, then a spinning multi-hitting charge, and finally ends with a sliding kick that knocks the foe backwards. The ground combo starts the same, but lacks the spin, and ends with Frau kicking the opposing bot upwards. The ground combo will put you in the air with the final kick, allowing you to continue with the air combo, however the first half of the combo with probably miss your target. Successful hits while performing the combo (after the intial cross slash part) cause homing beam shots to fire at your foes (hence the name 'chaselight'). The shots don't hit particularly hard, but there are a lot of them, so the damage adds up. They don't seem to go after your locked on target either, I've had them attack other nearby bots as well as the one I was kicking at. The kick combo also comes with a built in evasion method, ending the combo early causes Frau to quickly dash off to the side. This is useful as you can do the first parts of the combo and then stop to evade incoming fire.

Frau strikes me as air's version of Ouka. While she may not hit as hard as an Ouka, she's quick, takes some skill to make use of her melee, and needs to be played carefully to be effective. While Frau's guns do allow her to keep some distance and keep the pressure on foes, the sustained damage output of them is somewhat on the low side, which really makes them supplementary to her melee. Frau's cartridges are interesting in that they contain both boost run and short boost two almost abilities that are (with Shaden's exception of boost run) never on an air. She can also get soul eater, a typically level 9 or higher ability at level 6.

Air raider

Rival to helingal, Raider has impressive stats, and a usefull core weapon; double pulse missiles. As well as a small hitbox. Air raider is a popular target for alpha builds thanks to the core weapon and is a versatile enough bot to be used a general purpose bot as well. High tec means that your guns will hit for pretty solid damage regardless of choice. Builds may run tight on cost if you chose to upgrade the core weapon.

Raystag

Rival to Beetlander, Raystag is a good m-sized bot for various builds, but often is wanted for the head weapon, which fires a 5 ray burst of homing lasers at the target. Like Izuna, removing the high costed part (the head) leaves a bot with a lot of free cost to be used at level 0.

Psycho cluster


With probably one of the most interesting core weapons, Cluster is often junked due his poor core stats. If you want to use one, don't expect it to really be a viable bot till you've leveled it and tuned it all the way. Cluster's core weapon is a two-for-one. A main weapon consiting of 6 pulse missiles fired at once, and a sub. The sub-weapon burst beam charges for a moment, before fireing a large homing beam blast and 6 homing rays. The rays don't home well, but if you're above the target in elevation (even slightly) the burst beam will home to an extreme level. Upgrading the core weapon greatly enhances the main and sub-weapon adding force, range, speed, and ammo for each.

Psycho cluster neo

This psycho cluster is about the same as it's predecessor, but trades weaker pulse missiles and burst beam, for the ability to fire consectuive burst beams without charging. The burst beam can be fired up to 3 times in a row, and the homing on the homing rays has improved.

Aquila girl.

Good stats, tight on cost, small hitbox, and the most absurd core weapon in the game put AG up there as far as bots are conserned. The core consist of a homing blaster that has psygun like homing, and a sub-weapon; full boost, which refills the boost gauge, grants a mobility buff, and works as a stovl if used on the ground.

Blitzelt

While the core is nothing spectacular it's the fact this is an AURA bot that makes it interesting. Blitzelt's booster transforms under AURA mode to grant the propeller bit effect, greatly increasing flight time.

Serion


Low starting fly makes this AURA bot somewhat unwieldy till tuned. Serion is often wanted for the head aura weapon, which packs a powerful lighting gun. The legs grant a slash-blade like attack while in aura mode as well.

Suzeku

The other AURA air features ok stats, with an AURA weapon built into the booster. Under AURA the wings grant the homing ray attack, which is similar to Izuna wisp but built into a main gun. And the burning wing sub-weapon, which is a 2 hit melee attack. If used on the ground, using burning wing once will vault you up in the air, like vanishing jump.


Large Sized Airs


Aquila

Aquila's stats are good save for tough, which is an abysmal 6, his fly is a nice 24 however. Armed with a blaster core ability, Aquila is capable of firing a blast of 5 lasers from his chest, which travel in an oscillating pattern. As a result the core ability is fairly effective at all ranges, while its most effective at engaging large targets like most blaster type weapons. Aquila is a okay large sized air, limited by his lack of tough, which means he'll be stunned easily, and when your a big target, your bound to get shot a few times. His legs however let him equip two boosters, which should help get your tough and fly up to higher levels.

Aquila Mk2

Aquila Mk2's stats are comparable to Aquila's with lower tec and walk, but increased tough. The core weapon is also different as well, its a double beam gun. Aquila Mk2 will fire out 2 beam blast from his chest at the same time, making his core ability a slightly better version of a wide beam gun. Other than these differences you have the same robot.

Thoarla Nimbus

With high tough and tec, and fly at 17, Thoarla is a large clunky bot. She's high in cost too which could make for some trouble. Her core weapon is the “Jupitizer” which lets her drop a massive lighting strike down on her foes. The Jupitizer hits fairly hard, but its a slow weapon to use, since she rises up, and charges for a moment before unleashing the strike, meaning you'll be a sitting duck while you use it. It also only strikes the ground, and can be fairly easy to avoid even though its and aoe. She can get the stealth system upgrade from cartridges which should help you if you wanna make use of her core ability.

Thoarla Frazia
While largly the same as Thoarla Nimbus, Frazia has a change to her core weapon, rather than firing one large bolt, she'll drop 3 smaller ones down on her opponents. It covers a wider area, and thus is better suited for hitting clusters of people but still suffers from the same issues of Nimbus. That being, its a rather slow attack to hit people with.

Shaden

With high hp and cost, comes stats that could be matched, or even bested by a mid sized air. That said his walk is on the high side for an air type (12) but his tough is low (9). Shaden lacks a core ability, instead having an ability on his LL sized booster. The booster ability purge allows you to fly at high speeds (+40 fly) and gives you a boost that last for 50s, but can only be used once, after which the booster pops off your bot. Shaden is also odd for the fact that his cartridge upgrades include boost run making him the only air type I know of to have that ability. However boost run is probably there for getting around swiftly after you purge, since with no booster, Shaden's flying abilities become reduced.

Garulabird

Garulabird's stats are all pretty good for a large type air, with walk being low at 9. Garulabird's core ability is the twister attack, a ranged attack with infinite ammo, 12 force, and limited range and speed. While awkward to use twister has some knock back to it, and if used on someone who is airborne, it will knock them right out of the sky. That said its short range,  and slow usage mean its best used as a surprise on an unsuspecting opponent. Garulabirds legs grant him the Garula Kick, a swift talon rake across the ground that puts you just above the floor after being executed, thus letting you fly away (albeit at low altitude). The talon sweep is fast, and moves through enemies, it also hits rather hard, but it makes you so much more vulnerable to attack since your such a large target. Garulabird's arms are 5shot burst rifles that fairly hard, with limited ammo, the range on them is also excellent (350, go sniping) letting you tag people before they see you. Since the ammo on the arms is limited, you will need to utilize another weapon of some sort to be of any use through a whole match, as its very easy to  use all the ammo. Swooping down on unsuspecting opponents and hitting them the garulakick is a good way to supplement your damage just don't bite off more than you can chew.

Garulabird Sadie

Similar to the original stat wise, Sadie's differences lie in the core weapon and the leg weapon. Sadie's core is a quick, close range tackle that hits for respectable damage. The attack does track, making it useful if you are at an odd angle relative to your target, and you'll bounce off after it hits, while it will send your target flying backwards. The tackle can also knock a flying foe right out the sky. Sadie's legs do a single talon strike while gliding. Like the tackle, it tracks fairly well, and when combined with the core can result in a 3 click 3 hit combo, two talon strikes, with a tackle finish for some solid damage. Like Garulabird, picking your target has a lot to do with melee success, going for someone in group is often going to result in you taking a lot of damage. Use the arms to pick off or weaken targets, then zip in and use the melee to do some heavy damage.

Gwyain

Gwyain has high tough and fly, while his other stats remain a rather good levels, making him a very well rounded large flier. His base cost isn't too high, and his capacity is good as well. His core ability is the stardust gun, which is something like a shotgun. Gwyain will fire 5 blast from his chest, that explode once they reach max range (150) or hit something, with a randomly sized explosion blast. The stardust gun confounds me, sometimes it seems like I have trouble hitting with it, or it doesn't hit as hard as I would guess. Its force is low at 5, but a full on hit as you would guess deals good damage..some of the time. Its only use I've found is for hitting rather dodgy targets, and possibly blinding people. As a barrage of bright explosions can obscure someones view. Gwyain''s arms are somewhat similar to Cross Raptor, in that the shoulder armor attached to his arms can absorb damage and be broken off from bot. While flying this may be only moderately useful, due to how the fold out as wings, but on the ground they offer a fair amount of coverage on the sides.

Baltheon

Ever see a giant floating target, but you can't seem to do any damage to it? That's a Baltheon. While his stats are all on the lower end for a large type flier, he's also the lowest cost large flier in the shop at 740/ Baltheon's core ability is the b-field, a shield that completely encircles him, making him immune to any ranged attack. While field is up Baltheon can move only very slowly and even if in the air, falls slowly to the ground. However you can still attack, so go nuts and fire away on people. His default arms consist of 2 high powered lasers with 12 force and 145 range which if you take stat bonuses, and cost into account, makes them arguably the best laser weapons in the game, even possibly being better than the powered laser from the garapon.

Aigis Baltheon

Much like Baltheon statwise, the Aigis variant has 2 changes. First the core weapon, while still a shield now only protects him from the front, however it is huge in size, meaning he can act as a shield (hence the name) for his teammates. The other change is the arms are no longer lasers, instead they are beam rifles.

Both Baltheons strike me as the air version of an artillery unit, they aren’t particularly fast but they do good damage and can stand under fire. Unlike artillery units, they can shield themselves and put themselves in hard to reach places, making them difficult to kill under certain circumstances.

Tengu

Tengu is a large size bot with small size stats. His stats are really, really poor considering his cost. His parts however...are fairly nice, making him a good bot to scrap. His booster gives the sub ability 'fly high', which is like the vanishing jump, without the vanish, and a lot more ammo (30 uses). When used on the ground fly high causes you to quickly hit you max altitude, when used in the air, you'll hit the ground almost instantaneously. While it has a force of 5, don't get any ideas about using it as an offensive weapon, since it attacks the area around you (were you see the wind) during takeoff, unless someone with almost no hp is standing right next to you, your not gonna do any worthwhile damage. If your wondering how you get a tengu, you need to be in a clan as he is given out as a level up reward. Unfortunately once you get him, his parts aren't added to the list of buyable parts from the shop, so if you need more tengu parts you gotta wait till some more people level up. (This probably has something to do with him not being buy-able yet)

Shaden Kai

Impressive core stats, and good cartridge selection make this Shaden a good bot, even before looking at the weapons this one carries. Armed with a charging 4 shot burst ABR with improved range and force, and new shaden booster (looks different, has different stat bonuses) Shaden Kai is a good choice for an air player that wants to build a custom large air. Removing the weapon arm and booster frees up a lot of cost to work with.

Geograsis F-type

Amazing base stats make this large air one of the few you might just keep the stock parts on. Geo is perhaps the most customizable large air in the game with high capacity, and good cartridge selection. You can fit pretty much anything you want on it without issue, and still tune it. Hell, you can tune it and put a stardust cannon on it without even taking it past level 5.


[Updated with new information, thanks people, keep it up!]


Last edited by Intet on Mon Jun 20, 2011 1:56 pm; edited 7 times in total
Back to top Go down
KBTKaiser
Regular Poster
Regular Poster
KBTKaiser

Posts : 239
Join date : 2010-04-03

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 1:01 am

I'll give you a hint about Tengu: He's an actual UC bot in normal service, so yes, his stats will obviously suck compared to all the specialized parts everyone else is fielding.
Back to top Go down
Intet
Adept Poster
Adept Poster


Posts : 825
Join date : 2010-10-02

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 1:25 am

Well I figured as much, seeing how most of the normal bots are jank, but while Tengu is bad in comparison, his parts aren't terrible. If you you need some cost saving parts normal bots seem to be the way to go. Tengu's core is just trash, lol.
Back to top Go down
Midona
Adept Poster
Adept Poster
Midona

Male Posts : 608
Join date : 2010-09-25
Age : 30

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 5:20 am

Good start, but two points :

- you do only a very little spitch on Seraph Crimrose, which is, for me, the best S sized AIR.
- your explanation on the Shaden boost is not clear.

Seraph Crimrose :
With a 315 HP for starting, fairly stats (especially FLY, 24 at start if I remember), two abilities to love, and a medium cost, the Seraph is far from the classic crimrose. And this is the Seraph from a lvl 8 promoted Crimrose. For a lvl 10 promoted, you get a decent +20 hp and a whooping +60 capacity for 0 cost (see the materials to do that in tune up, you'll see if it don't worth waiting, and if it seems too long, run boss quest 1 star).
The first capacity do a looping, which can help you a lot if you're followed by another fly.
The second make you able to fly no stop during a certain period. This capacities saved my ass a lot of time. If you've few hp left and a lot of ammo, feel free to use it an try killing low hp people at the enemy power spot. Notice that the period is counted as you've activated it, so if you don't fly, the abilities will stop anyway after some sec, and the abilities has only one ammo.

Shaden Booster :
Same goal than the Seraph long fly, but some big differences :
The booster is already activate when you pop. You can fly with it for a very long period, and unlike the Seraph capacities, the Shaden Booster is based on your flying time. So as long as you don't fly, it stay. Consider it as a "booster with limited fuel". The fly capacitie allow you to fly not stop for a longer time than the Seraph Capacities (there is a big difference). And the last point : it give you a flying bonus speed (unknown but I estimate it as a +5 FLY).
Oh my god, he is really better than Seraph capacities ! Well, not really. The big problem start when you run out of fuel (as your booster stay always active). Once it happen, you just can fly anymore... no I'm kidding. Yes you can't fly, but you can break it. Break is the Key Word. You break the booster for a little shitty booster. I've no clue about the exact effect, but I'm sure about some things :
- You lose the "+5" FLY.
- You become able to fly for the normal AIR period.

And some supposes I not sure :
- You lost the basics stat of the booster (I find myself slow after the break)

And it cost 150 capacities. Yes 150. Yes 1/4 of a basic Seraph. Basically, a booster for massive damages robots which don't care about surviving after they're done.
Back to top Go down
Hyoka
Upside-down poster
Hyoka

Posts : 4995
Join date : 2010-06-18
Age : 22

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 7:41 am

X Cross Raptor:

The Beam Tackle is a special core weapon. What it does is that it "encases" your bot in a bluish field, then it swoops down (assuming target is on a lower elevation than you) at fast speeds. If the target is higher or equal to your elevation, Beam Tackle will make you charge straight ahead, but you must be careful who you're locked on to! It's a good harassing melee, as you will pass straight through opponents. Just watch out for incoming missiles.

Ammo increases as you take up Internal Weapon Cartridges.


It should also be noted that the Cross Raptor series have a little plate mounted on their shoulder as part of their arms which absorbs damage and can even be broken off. Gwywain's arms have a similar effect.
Back to top Go down
koi
Regular Poster
Regular Poster
koi

Female Posts : 388
Join date : 2010-06-27
Location : Soviet Russia

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 8:05 am

Regarding Shaden BS - it makes you fly _significantly_ faster than any bot with 40 fly. Even faster than a seraph with her wings active. Not a mere +5 bonus.
Boost lasts for 50s, you get a full boost gauge after purging (so you can stay in the air for a minute or so).

As for a seraph abilities - I already described those in crimrose guide.
But using wings to flee is like writing a "free kill" on your seraph. Any decent enemy will just take the best position (activation time is about 3s) to kill you.
Back to top Go down
Intet
Adept Poster
Adept Poster


Posts : 825
Join date : 2010-10-02

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 12:20 pm

I didn't wanna go too far in-depth on seraph because of Koi's guide, too much overlap. I've chosen to link to it instead, more info, and more accurate too, I don't have a seraph sitting in my garage to test.

I'm really curious about Shaden's performance after purging. I've only observed one in a match once, and I could have sworn that after purging his booster flame changed to land yellow, as opposed to being air blue, once the booster fell off. Depending on just how bad your flying ability is post purge boost run seems like the way to go, since you can at least run fast. Again, I don't have one so I can't test it out.
Back to top Go down
Hyoka
Upside-down poster
Hyoka

Posts : 4995
Join date : 2010-06-18
Age : 22

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 12:22 pm

The universal broken build = Double shaden BS + Blitz blaster + fly high aiming for power spot.
Back to top Go down
koi
Regular Poster
Regular Poster
koi

Female Posts : 388
Join date : 2010-06-27
Location : Soviet Russia

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Oct 03, 2010 12:52 pm

Oh come on, buridens are no longer a threat. They cost a fortune and any decent art with blast bazooka will tear them to shreds.
Back to top Go down
Hyoka
Upside-down poster
Hyoka

Posts : 4995
Join date : 2010-06-18
Age : 22

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyMon Oct 04, 2010 5:19 am

I don't remember Blast Bazookas having enough range to hit a Shaden.
Back to top Go down
koi
Regular Poster
Regular Poster
koi

Female Posts : 388
Join date : 2010-06-27
Location : Soviet Russia

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyMon Oct 04, 2010 6:37 am

Blast bazooka has the same range as blitz blaster. Plus - an explosion adds some range and makes sure buriden won't be able to evade.
Back to top Go down
Shin Majin
Regular Poster
Regular Poster
Shin Majin

Male Posts : 104
Join date : 2010-09-27
Age : 31

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyMon Oct 04, 2010 7:56 am

Nobody's yet mentioned that Ghost Raider can get the stealth chip at level 1...is this not noteworthy?
Back to top Go down
Hyoka
Upside-down poster
Hyoka

Posts : 4995
Join date : 2010-06-18
Age : 22

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyMon Oct 04, 2010 8:54 am

Not that many people look at their radar.
Back to top Go down
Havok
Regular Poster
Regular Poster
Havok

Male Posts : 150
Join date : 2010-12-18
Age : 29
Location : The Canadian Wilderness

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 24, 2010 12:01 am

How long does Baltheon's shield last exactly? He seems like he could make an amazing flying fortress
Back to top Go down
Rein
Regular Poster
Regular Poster


Posts : 365
Join date : 2010-06-11
Age : 29

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 24, 2010 1:46 am

Just noting, 20 fly on a air type is just begging to be murdered... while you're in -your- weapon range. And that's just with a S size.
Back to top Go down
FreedomFighter
Ace Poster
Ace Poster
FreedomFighter

Posts : 1147
Join date : 2010-10-10

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 24, 2010 2:52 am

you can still control Kamui Nagi for short brief times after you release Beam Missile.
i mostly hit shoot and turn back immediately so she will release her Missile and flying back.
don't know if this can done on normal Kamui since i use only Nagi.
Back to top Go down
Guest
Guest



[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Attacking using air   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 24, 2010 6:07 pm

These are the battle tactics I found for AIR.

  • Air as battle assistance - Fly as high as possible, and find a high place where it is close (but not too close) to your enemies so you can land to recharge your boost gauge. You fly and shoot at your enemies and when the boost gauge is nearly empty, land at that landing place, and repeat.
  • Air as support - You go around gathering useful items and drop them where your team is fighting the enemy. Press tab and then item number to drop items.
  • One on One battles - Take note of your surroundings and find places where you can take cover, especially when the enemy is an ART. Try to dodge all the projectiles and when the chance arises, shoot. Always call for backup, you let one enemy through, you let them all through.
  • Air as Backup - This requires a high value of the FLY stat, find any team mates that are going alone into enemy territory and follow them. Call for back up, in cosmicbreak, strength is in numbers.
Back to top Go down
Rein
Regular Poster
Regular Poster


Posts : 365
Join date : 2010-06-11
Age : 29

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 24, 2010 9:39 pm

LXE wrote:
These are the battle tactics I found for AIR.

  • Air as battle assistance - Fly as high as possible, and find a high place where it is close (but not too close) to your enemies so you can land to recharge your boost gauge. You fly and shoot at your enemies and when the boost gauge is nearly empty, land at that landing place, and repeat.
  • Air as support - You go around gathering useful items and drop them where your team is fighting the enemy. Press tab and then item number to drop items.
  • One on One battles - Take note of your surroundings and find places where you can take cover, especially when the enemy is an ART. Try to dodge all the projectiles and when the chance arises, shoot. Always call for backup, you let one enemy through, you let them all through.
  • Air as Backup - This requires a high value of the FLY stat, find any team mates that are going alone into enemy territory and follow them. Call for back up, in cosmicbreak, strength is in numbers.

1) Watch out for enemy air that go after you. Also make sure you're not getting shot at by multiple arts when you're almost empty.
2) No comment.
3)This will end badly. Mainly because it's hard to get actual backup. And you need 23~+ fly to manage mid range well w/o using air loop and/or certain melee/sub-weapons.
4)This won't end well due to difficulty in getting enough backup. 20~ Fly should be enough to get to the place. Actually not dying is a different matter.
Back to top Go down
Intet
Adept Poster
Adept Poster


Posts : 825
Join date : 2010-10-02

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Dec 31, 2010 2:46 am

Can I get this thing (and the guide to Land units) sticked please?

Both contain useful information to new players and old alike, especially in light of RT can help you decide if you wanna drop cash on a bot or not. The guide to artillery is sticked so why not the air and land guides? I don't wanna have to bump this so it doesn't get lost.

Working on acquiring new bots (yay I spend UC/Rt for you peeps!, unless you wanna gift me a bot to test and put up here. In game name: Numot) will update when I have completed some reviews.
Back to top Go down
Courius
Adept Poster
Adept Poster
Courius

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

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptySun Jan 02, 2011 10:25 pm

@Rein wrote:
LXE wrote:
These are the battle tactics I found for AIR.

  • Air as battle assistance - Fly as high as possible, and find a high place where it is close (but not too close) to your enemies so you can land to recharge your boost gauge. You fly and shoot at your enemies and when the boost gauge is nearly empty, land at that landing place, and repeat.
  • Air as support - You go around gathering useful items and drop them where your team is fighting the enemy. Press tab and then item number to drop items.
  • One on One battles - Take note of your surroundings and find places where you can take cover, especially when the enemy is an ART. Try to dodge all the projectiles and when the chance arises, shoot. Always call for backup, you let one enemy through, you let them all through.
  • Air as Backup - This requires a high value of the FLY stat, find any team mates that are going alone into enemy territory and follow them. Call for back up, in cosmicbreak, strength is in numbers.

1) Watch out for enemy air that go after you. Also make sure you're not getting shot at by multiple arts when you're almost empty.
2) No comment.
3)This will end badly. Mainly because it's hard to get actual backup. And you need 23~+ fly to manage mid range well w/o using air loop and/or certain melee/sub-weapons.
4)This won't end well due to difficulty in getting enough backup. 20~ Fly should be enough to get to the place. Actually not dying is a different matter.

my addition:

1)not always need you keep flying, if you can find somewhere high and well hidden in field of combat with your high mobility due fact you are flying, you can land there and shoot some damn long range weapon like beam rifle or auto beam rifle without they realised you there... negatrons isnt mandatory due stats cripple too high.
2)summoning fire pillar , huricanes or hiporoids at middle of combat line / enemy PS is more helping than just dropping items... but careful due lot of ppl gonna try aim you, only recommended for fast flyiers
3)for fighting ground units ,you can try flying in circle / random at very top of their head to confuse em, it very hard to take aim onto top of your head except your weapon shoot verticaly before chase your target (ex: snailbots, locomotor, sturbangers) .take advantage you are owner of the sky over those landlubber.
4)make sure you have broad radar for this, so you wont fall on their ambushes and can warn the others. dont worry about stealth system, broad radar still detect em.
Back to top Go down
FreedomFighter
Ace Poster
Ace Poster
FreedomFighter

Posts : 1147
Join date : 2010-10-10

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyWed Jan 12, 2011 2:33 pm

*if you got hit by Missile / Rocket/ Zookas / anything that made you go stun hit while in Air
"Hit* Spacebar to regain control or just spam it.
Air Type on ground are only dead Air.


Last edited by FreedomFighter on Wed Jan 12, 2011 4:57 pm; edited 1 time in total
Back to top Go down
Intet
Adept Poster
Adept Poster


Posts : 825
Join date : 2010-10-02

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyWed Jan 12, 2011 3:15 pm

I should probably write a supplement to this guide with general tips, strategies and play-styles.
Back to top Go down
chengsta
Regular Poster
Regular Poster


Male Posts : 214
Join date : 2010-12-21
Location : Madison, Wisconsin

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyThu Jan 13, 2011 9:17 pm

kinda sad that all air > arts. but that aside, i found an air that can stand toe-to-toe vs an art type and come out unscathed. It can even stand in front of a destructor cn that has 4 bazookas equipped, and destroy it without even having to dodge. And since its air, it has the bonus of fast, long flights, and higher defense vs melee. This bot is so awesome, that I have abandoned my toybox, saggit, sturbanger & sturbanger standard, destructor, lilly, boildeck, and victory1, without any regrets. Normally i would have remorse and regrets for leaving them, but this air bot plays the artillery role better than any art. Smile

It is the Baltheon (the non-garapon version).

Found a good high ground to shoot from, but the enemies are just a tad out of reach? no problem for the baltheion. It can fly off from the high ground to get closer to the enemy, and fire off all its main weaps while remaining high in the sky, and you're able to stay up there for a good 30 seconds while continuing to fire off all main weaps.

I've found an air-only weapon that can reach 400 range with tuning, has no negative status effects, its as accurate as the saggitarys railgun, and hits just as hard affraid

imagine 2x saggitary railguns firing at you constantly, but you can't fire back because its shield will neutralize all projectiles. And when you survive to get close enough to try and hit it, the baltheon has already flown away. Surprisingly enough, I hit air targets that have 40+ fly quite often too. Shocked
I've decimated destructors, toyboxes, and sturbangers who thought they could face my baltheon head on.
Think the baltheons slow? 35 fly (with major tuning) is plenty to outrun land, and dodge the projectiles that the air bots try to throw at you. (obviously u gotta run when outnumbered, which the baltheon can do. I can't say the same thing for artillery types though lol!

If you dont really feel like running from anyone that likes to get in your face, just equip a fan at the cost of 1 weapon but that 1 is still extremely dangerous(too bad arts can't equip fan lol). it'll toss them back a mile, allowing you to shoot them again from range.

I might try the same concept with misty (whatever her name is, the one with smoke).
Back to top Go down
https://www.youtube.com/watch?v=jlpAyAjgTq4
Guest
Guest



[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyFri Jan 14, 2011 4:12 am

@Courius wrote:
@Rein wrote:
LXE wrote:
These are the battle tactics I found for AIR.

  • Air as battle assistance - Fly as high as possible, and find a high place where it is close (but not too close) to your enemies so you can land to recharge your boost gauge. You fly and shoot at your enemies and when the boost gauge is nearly empty, land at that landing place, and repeat.
  • Air as support - You go around gathering useful items and drop them where your team is fighting the enemy. Press tab and then item number to drop items.
  • One on One battles - Take note of your surroundings and find places where you can take cover, especially when the enemy is an ART. Try to dodge all the projectiles and when the chance arises, shoot. Always call for backup, you let one enemy through, you let them all through.
  • Air as Backup - This requires a high value of the FLY stat, find any team mates that are going alone into enemy territory and follow them. Call for back up, in cosmicbreak, strength is in numbers.

1) Watch out for enemy air that go after you. Also make sure you're not getting shot at by multiple arts when you're almost empty.
2) No comment.
3)This will end badly. Mainly because it's hard to get actual backup. And you need 23~+ fly to manage mid range well w/o using air loop and/or certain melee/sub-weapons.
4)This won't end well due to difficulty in getting enough backup. 20~ Fly should be enough to get to the place. Actually not dying is a different matter.

my addition:

  1. Not always needed, If you can find somewhere high and well hidden away from the area of combat, you can stay there to be a sniper and shoot with a long range weapon (e.g. Beam Rifle). The enemies won't notice you very easily. You don't want to use Negatrons because the cost is too high.
  2. Summoning Fire pillars, hurricanes, hipporoids in the middle of combat or at the enemy territory is more helpful than just dropping the items but be careful as a lot of enemies will aim and fire at you. This is not reccomended for bots with low FLY stats
  3. Ground and artillery views are very restricted just above their head and they can't see you, because of this it is hard to take aim if you attack from there. Take advantage of your freedom of flying in the sky.
  4. Make sure you have a very broad spectrum of radar for this, so you won't be ambushed by the enemy and so that you will be able to warn others. Don't worry about the bots with stealth system installed, the broad radar can still detect them

Please write something that is understandable. Editted the suggestions.

Back to top Go down
donggyu
Regular Poster
Regular Poster


Posts : 159
Join date : 2011-02-06

[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] EmptyTue Feb 15, 2011 5:19 pm

What in your opinion is the best UC fly robot? And is Seraph Crimrose or Izuna Kamui Nagi better?
Back to top Go down
Sponsored content




[General]Guide to air types [Updated 6/20/2011] Empty
PostSubject: Re: [General]Guide to air types [Updated 6/20/2011]   [General]Guide to air types [Updated 6/20/2011] Empty

Back to top Go down
 
[General]Guide to air types [Updated 6/20/2011]
Back to top 
Page 1 of 2Go to page : 1, 2  Next

Permissions in this forum:You cannot reply to topics in this forum
Cosmic Break :: Cosmic Break :: Guides :: Air 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