![]() ![]() It has a standard stun, normal saber moveset, small frame, good defensive stats, and a beam spray gun for pokes. While a lot of the other raids tend to be very specialized, this GM stands out by being more of an “all-rounder” type unit. It lacks the explosive melee power a lot of 350 raids possess, which can make it struggle on most maps. Upleveled: Still quite good at 300 cost, but it’s a harder sell at 350. Both the stripped beam rifle and double beam gun are viable choices. I personally find it to be a fun unit that rewards weapon management and positioning. ![]() NSII has a fairly similar gameplay plan to Light Armor GM It’s more of a ranged skirmisher able to outshoot several general type units with its beams and toss grenades until it can secure an opening for melee. Your team will hate you unless you’re an absolute melee savant. If you want a true unga-bunga melee raid, this is for you. It’s also very easy to mess up hitting with your heat whip, and against faster units the heat whip is not a guarenteed melee follow up. It’s got absurd melee damage potential at every cost, but has no effective way to get ranged stuns. Gouf’s had a really hard time for most of it’s life, but by thankfully for PC players you’ll have the buffed version. Upleveled: It doesn’t have great weapon scaling, but a stealth raid for a fairly good HP pool and huge melee attacks is still viable, but be aware that generals are vastly more threatening at 300 and 350. It’s incredibly good at its base cost where generals don’t really have any tools to deal with it. It still keeps stealth, and unless you see it before it sneaks up on you prepare for a bad time. 250 CostĪ varient of the Acguy, it trades in a cute head for wide crazy insect eye thing, and its standard ranged weapon arms for huge tentacles. It preforms well at basically every cost it’s available at. The first space only raid, Dra-c is an absolute menace with incredibly high mobility stats for its cost and a fast, long traveling downswing. Easily one of the strongest raids at 200/250 While it’s damage output is potentially incredibly high, it is lacking an instant stun, and the drill isn’t able to attack in other directions. It’s also equipped with several impressive weapons, and good defensive stats. It’s a viable unit especially with lv3 stealth, but is still a bit difficult to play and can’t get the same melee damage output as something like Efreet NachtĪgg is another amphibious raid, however unlike the acguy its sillouette is nowhere near as large, being more squat. At 300 it’s woefully outmatched however at 350 it has unlocked lv2 enhancements, and has an absolute ton of HP compared to other raids at the same cost. Upleveled: It’s fine at 250, but has to compete directly with Agguy. ![]() Simply put, Acguy is not a suit for everyone but can absolutely preform well if you know what you’re doing. It also comes with some pretty notable downsides, like having a huge hitbox and stationary ranged weapons, and slightly anemic melee damage. 200 CostĪcguy is the first stealth raid available in the game, and sports quite a few tools compared to other suits at the same cost. Upleveled: Works fine at 250, but by the time 300 comes around there’s way better raids that are available. It’s a good suit to learn proper spacing in. This unit is more of a skirmisher, lacking any quick stuns but instead is able to plink at other units with it’s fairly solid stripped beam rifle. If you’re playing 200 you don’t have a lot of choice in raids, so it can work. It’s also the first raid you can get with a bazooka. The Zaku I is the only raid unit in the game without any real defensive skills. It’s meant to serve as a fast introduction to what they can do and if they’re any good or not. This is a quick overview of (most) the raid units currently in the game. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |