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May 22, 2024 01:57
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- RevolverDivider
- Nov 12, 2016
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On the cusp of battle pass 20, here's my super preliminary "this is what I've observed" tier list after talking with my friends who play while drinking for a few hours:
SS:
- Barbatos: The best flanker in the game and completely warps the entire game around his existence. Incredible AoE damage and chain crowd control coupled with game-best mobility(he's better at moving around than the flyers ffs), low cooldowns, and average durability means that he has virtually no weaknesses. Most of the counterplay to him isn't about shutting him out, it's how to avoid him instantly killing you, which is extremely telling. If you're trying hard to win, your team had better have one and you had better hope yours is as good or better than the enemy team's.
S:
- Methuss: Currently the only true support, and a fantastic one. Extremely solid damage output with a good burst option gives it surprising punch and lets it win many fights you wouldn't think a support would be able to. Boasts extremely strong mobility which allows it to reposition to help the team, go for cheeky back caps, or simply escape being gibbed by a flanker. A properly deployed ult on this thing swings games. Another one of those "your team should really have one of these if you're trying to win" picks.
- Sazabi: A wall of steel who is the best spearhead to a push in the game. Almost unbeatable in 1v1 duels unless you have a stun(and you'd better hope you throw your stun before it does) as well as capable of two or three shotting any suit in the game once it's in solid shotgun range. Amazing mobility for what a huge fatass it is with the tomahawk toss dash, and his G-Maneuver creates a moving death zone, especially when paired with a Methuss ult. You can win without this suit, but there's nobody that does what it does as well.
- Zaku II: Another flanker, the Zaku II also has great mobility and absolutely fantastic DPS, as well as the ability to get out of dodge. This suit is all about being an annoying backdoor gremlin and forcing the enemy team to constantly chase you through their backfield while you pop out of the loving vents and shoot someone to death before skittering away cackling. Possibly the only suit with a good 1v1 matchup against Barbatos due to having tons of dashes and an invuln button.
A:
- Dom Trooper: An extremely durable skirmisher, the Dom Trooper is in its element holding choke points by spamming mines and rocket splashing doorways and objectives constantly. It's the natural enemy of deathballs forcing chokes, rezzing against it is impossible, and it's also supreme good at stopping bomb disarms. Its armor gun is low key one of the best support abilities in the game, giving an ally an instant and huge boost of temporary HP that can change what would be a dead ally into some dead enemies like magic. The only things holding this suit back are its lackluster G-Maneuver and the incredibly long reload time on the bazooka.
- GM Sniper: I hemmed and hawed a bit about this suit's placement because it's possibly the most skill-dependent suit in the game and a bad one is worse than useless, but if you've got a player on GM Sniper that knows how to click heads, it's a game-changer. A GM Sniper headshot will instantly kill any suit in the game(except Sazabi, I believe) from full HP. On top of that, he's got decent self defense, a good mobility utility piece for allies in the bounce pad, a maphack-for-the-team G-Maneuver that charges insanely fast and stuffs flanks, and a ranged revival button. The only thing that holds this suit back is the aforementioned skill requirement and some map objectives have terrible sight lines that effectively preclude sniping. Situational but gamebreaking in the situations where it's good.
- Gundam: Extremely basic but solid and reliable skirmisher unit. Its rifle is reliable and decently powerful and makes it a threat at all ranges and the shield makes it resistant/immune to ranged pokes while it repositions, but the star of the show is the hammer toss. Once you get the hang of it the hammer toss is a unit deleter and makes the suit a 1v1 terror. Its G-Maneuver requires some finesse because it can be killed, but if deployed properly it can instantly clear a contested objective and anyone it kills is also almost guaranteed to not be revivable due to the persistent DoT.
- Guntank: Durable, constant tick damage at all ranges. If you're in LOS of the Guntank, it's hitting you constantly; it's not a lot of damage, but it adds up dangerously, especially when paired with teammates. Shockingly adept at defending itself in close quarters due to its high HP and gunfire-immune melee dash, though it excels in places with long open fire lanes where the enemy has no ability to break LOS and has to die to its chip. G-Maneuver is also great at clearing out contested chokes, though it can be killed so needs to be deployed somewhat carefully.
B:
- Pale Rider: Somewhere halfway between the Gundam and the Guntank, it's a mid-range skirmisher unit. Its machine gun is extremely accurate and powerful, but is held back horribly by a tiny little baby magazine size that will basically never kill a full HP enemy in one mag unless you consistently headshot for 2/3rds of the mag. The grenade is an okay finisher but nothing fantastic. The slow grenade is nearly worthless outside of the very specific application of trying to hold a choke; trying to use it in 1v1 will at best force a single dash out of the enemy. The heal station is decent utility but IMO inferior to the Gundam's shield(which prevents damage completely). Its G-Maneuver is its greatest failing; a self-steroid that merely makes it faster and buffs its machine gun hugely, but does nothing to increase the suit's durability, and also plays an extremely loud and distinctive sound and changes your animations when activated so the enemy team knows to focus fire you dead. It's like Methuss ult if it was self only and also bad.
- GM: I loving love this suit but I think it's not super great at the moment. A decent main weapon and a powerful shield are a good start, its satchel charge is devastating, and its ultimate is basically a "someone will die if they approach this point" because the mines are insanely durable. The problem with it is that it's just crushingly vulnerable. With only one dash and a pathetic 800 HP, it's 100% entirely reliant on the shield to survive, which means it's pretty much food for flankers and dies instantly and for free to every stun in the game(except Marasai's). If it had one more boost dash or some more HP it would be A tier.
- Asshimar: Another flanker, but flying this time. A strong rifle with power shot and a brutally powerful flame grenade give this thing a decent toolkit. It's also pretty much the only dedicated flanker unit that can respectably shoot down range if it needs to. The tradeoff is that unlike the other flankers it has some difficulty instantly 100-0ing people unless you land a juicy grenade toss, and despite being able to fly its ground mobility is inferior. It also has a lame ult which is basically Zaku II's but worse. Not a bad suit, but not great either.
- Exia: If Barbatos is overtuned, this guy is probably a little undertuned. This suit is a flanker but has an extremely high skill floor; you have to time and combo your abilities properly and it helps a whooole lot if you can reliably headshot with the dagger tosses to actually burst people dead. Reliant on ult to do what Barbatos does normally, pretty much. It's still a huge threat when played competently but it is not pick up and play and is also incredibly easy to be useless on.
Needs Work:
- Turn A: This suit's purpose is to be a durable mid range skirmish sniper suit with self-defense, but the problem is that there is literally no reason to pick it besides liking the suit's aesthetic. The GM Sniper horribly outperforms it in long range scenarios(while also humorously being better at defending itself from sudden flanks) and the Gundam smokes it in mid to close range. The judo throw might be the single worst button in the entire game - it's short range, unprotected, does poo poo damage, and punishes you horribly with a ridiculously long recovery if you miss despite not being a particularly strong button. Moonlight Butterfly can be rendered a completely useless G-Maneuver by terrain on a distressingly high percentage of objectives, and kills slowly enough that it can be escaped rather easily by players who know the map. They really need to give this suit another button(missiles? a gundam hammer?) and rework the judo throw heavily.
- Marasai: This suit combines a nearly Gundam-tier beam rifle with a brutal kill combo with the hook -> stab. The problem is that the hook is horribly short range and has a nasty startup so it's not great against squirrely fast units, and for some reason is the only stun in the game that bounces off of shields instead of crushing them. I think if they made it so the grapple instantly trashed a shield but didn't pull the target, it would be a good compromise and would give this suit a nice niche as a counterpick to Sazabi frontlines.
Yeah I think I mostly agree with this, maybe bumping Aashimar up one and Methuss down one.
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Apr 11, 2022 04:28
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May 22, 2024 01:57
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