![]() ![]() Its energy shield provides coverage for the other robots inside the squad and its ability allows it to scout forward or catch up if the other members of the squad are faster than it. This is a great strategy as sniping weapons generally will not have enough DPS to punch through Carnage's energy shield before it regenerates, so provided no flankers sneak up on the robot the Carnage can remain sniping for the entire game.Īs a strike team leader, the Carnage is quite effective. The role is extremely similar to mid-range firefighting-exchange shots across the map, use the energy shield to absorb any counterattacks, then fall back behind cover using Rush if it goes down. The Carnage is a less suitable sniping candidate than other Tier 2 bots, but is capable of it anyways. ![]() Due to the moderate DPS that weapons have in this role, the Carnage's energy shield should be able to survive for a long time, and even if it does go down the Carnage can always use Rush to get behind cover and regenerate the shield. Its two heavy hardpoints provide enough firepower for the role, while its Rush ability allows tactical repositioning to fire at enemies and to get away if things get rough. The Carnage is also capable of engaging in mid-range firefights. Because of this, a Carnage commander striving for close-range combat should employ hit-and-run tactics using its Rush ability, flanking the target first, then speeding in, employing surprise and quick-unload weapons to catch the victim off-guard and to cripple them, using the energy shield to defend against any attempted counterattacks and then escaping behind nearby cover, or even back to the starting point provided Rush is still active. When paired with its Rush speed-enhancing ability and its built-in energy shield, the Carnage is a very versatile bot that is suitable for close-quarters, medium-range and long-range combat, as well as acting as a strike team leader.ĭespite its high potential firepower and modest speed the Carnage is fragile, having below average health even with the built-in energy shield. The Carnage is best for capturing beacons and defending them, since it can deal significant damage at close range with the correct setups. The Carnage has lower durability and hit points (HP) than other brawlers such as the Lancelot, Invader, Fenrir, Bulwark, and Falcon. Also, like the Ancile it regenerates 3% of its capacity per second, and needs to regenerate to 20% capacity for the shield to reactivate. The shield can also protect teammates as well, making the Carnage a great robot to accompany when rushing down opponents. Evading damage for a short time allows the shield to recharge and the Carnage to preserve its health. The Carnage's built-in energy shield acts like an Ancile, meaning it will block kinetic weapons, but not energy weapons. Well-timed Rush activation allows the Carnage to quickly close in on an enemy target, or to quickly retreat from danger and take cover. The speed boost lasts for 10 seconds, followed by a 20-second cool-down period. This allows the Carnage to reach a theoretical top speed of 71 km/h (max level), making it one of the fastest robots in the game. This robot's Rush ability increases its top speed by 66%. The Carnage is a medium robot with 2 heavy hardpoints.
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