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 Customization Guide (Pengui)

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Sylar

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PostSubject: Customization Guide (Pengui)   11/8/2011, 20:22

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Prologue:
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This guide will help YOU choose what parts to use and what will
work for YOU. This is basically the method I go through when I help someone
with their setups. This guide will offer insight as to what each part should
accomplish during a match, but what I say is by no means the only way. I
will tell you most general (and probably efficient) way to use them, but
don't be afraid to experiment with variations (I would suggest you do
actually).

An easy way to get started is to do some matches with full standard
set on ray mk2 or 3. Play for a while, watch how you play and what you do,
and take that into consideration as you make your set.

I would also suggest you write everything down that you discover, the main
factors of one part can also effect another, so it's useful to have that info
written down somewhere.

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1. Choosing a Robo:
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The Robo is the center of the customization. It will dictate how
you play as well as the rest of your customization. This is often the most
important choice, sometimes a simple robo change can make a good set a great
one. When deciding on a robo, there are 6 (main) factors you should take
into consideration (in no particular order):

Size
Speed
Endurance
Defense
Air Mobility
Melee Type

Size - This determines how big of a target you are (sounds obvious, but it
does need to be taken into consideration). Smaller is not always
better, and neither is bigger or average. Remember that guns aim at
the center of the robo, so the bigger the robo, the more you'll have
to move to dodge. Also note the location of the gun on each robo, as
that will effect where the round starts when you fire it.

Speed - Possibly the most important factor. Base this on how fast you want the
match to move. Slow and steady can work wonders, as can being fast
and random.

Endurance - This can be both a weakness and a strength. Higher endurance
means you can fight longer but take more damage, whereas lower
endurance stops you in your tracks, but lowers damage (downed robos
get about an 80% defense buff).

Defense - Pretty straight forward, goes hand-in-hand with endurance, but
shouldn't be confused with it. Treat is as something separate in
order to maximize it's usefulness.

Air mobility - This will dictate how much time you spend in the air, which
will ultimately change the rest of your customization. If you like to
be aerial, don't choose a grounded robo and vice versa.

Melee type - This can help once you've picked a type of robo, but can't choose
just one. Try all the melees and see which one fits your style best,
i.e. which one you'll be able to use better in battle
(note the use of BETTER not MORE)




~*~Breakdown by Robo Type~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Shining Fighter (this is what all other robos will be based upon)
Size - Average
Speed - Average
Endurance - Average
Defense - AVerage
Air Mobility - 2 Air dashes
*Other Notes: These robo get a larger boost out of whatever legs
they have equiped

Aerial Beauty
Size - Roughly same height as Shining Fighters, somewhat skinnier
Speed - Slightly Faster than Shining Fighters
Endurance - Slightly less than Shining Fighters
Defence - Slightly less than Shining Fighters
Air Mobility - 2 Air jumps, high manuverability
*Other Notes: Highly Manuverable while in air

Metal Grappler
Size - Taller and much Wider than Shining Fighters - Largest Robos
Speed - Much slower than Shining Fighters
Endurance - Much Higher than Shining Fighters
Defense - Much Higher than Shining Fighters
Air Mobility - 1 Air dash
*Other Notes: These robos have noticably less down time than others

Little Raider
Size - Much smaller than Shining Fighters - Smallest Robos
Speed - Much faster than Shining Fighters - Fastest Robos
Endurance - Very low, almost any hit will down instantly
Defense - Much lower than Shining Fighters
Air Mobility - 3 Air dashes
*Other Notes: Air dashes are somewhat slow and rise upward, high
ground speed ofset by bad manuverability

Little Sprinter
Size - Slightly taller than a Little Raider
Speed - Slightly slower than a Little Raider
Endurance - Same as Little Raiders
Defense - Same as Little Raiders
Air Mobility - 3 Air Jumps
*Other Notes: Better ground manuverability on ground than Little
Raiders

Sassy Stunner
Size - Slightly taller than Shining Fighters
Speed - Roughly the same as Shining Fighters
Endurance - Roughly the same as Shining Fighters
Defense - Roughly the same as Shining Fighters
Air Mobility - 4 Air dashes
*Other Notes: Air dashes are fairly short, high initial jump

Wild Soldier
Size - Taller than Shining Fighters
Speed - Slightly slower than Shining Fighters
Endurance - Roughly the same as Shining Fighters
Defense - Higher than Shining Fighters
Air Mobility - 2 Air dashes
*Other Notes: Air dashes are very fast and move robo downward, hard
to use both without leg modifications. Do NOT have less
reload even though the game says they do.

Big Boy
Size - Roughly the same height as Shining Fighters, Somewhat Wider
Speed - Much slower than Shining Fighters
Endurance - Slightly less than Metal Grapplers
Defense - Slightly higher than Metal Grapplers
Air Mobility - 2 Air jumps
*Other NOtes: Highly Manuverable in air, have less reload after firing
gun

Old-Timer
Size - Smaller than Shining FIghters
Speed - Almost nonexistant, slowest ground speed
Endurance - Less than Shining Fighters
Defense - Slightly less than Shining Fighters
Air Mobility - 6 Air dashes
*Other Notes - Air dashes rise upward

Trick Flyer
Size - Taller and Skinnier than Shining Fighters
Speed - Slower than Shining Fighters
Endurance - Roughly the same as Shining Fighters
Defense - Slightly less than Shining FIghters
Air Mobility - 3 Air dashes
*Other Notes: Air dashes are very fast

Strike Vanisher
Size - Slightly taller than Shining Fighters
Speed - Slightly less than Shining Fighters
Endurance - Roughly the same as Shining Fighters
Defense - Roughly the same as Shining Fighters
Air MObility - 2 Air dashes
*Other Notes: Can air dash through gun shots, but not bomb/pod
blasts

Burning Beast
Size - Overall roughly the same as Metal Grapplers but moves on all
fours so height is reduced and gunis fired froma lower angle
Speed - Slightly Slower than Shining Fighters
Endurance - Roughly the same as Shining Fighters
Defense - Roughly the same as Shining Fighters
Air Mobility - 1 Air dash
*Other Notes: Can air dash through gun shots, but not bomb/pod
blasts

Lightning Sky
Size - Taller than Shining Fighters
Speed - Slightly slower than Shining Fighters
Endurance - Slightly less than Shining Fighters
Defense - Roughly the same as Shining Fighters
Air Mobility - 1 Air Dash
*Other Notes - Air dash is ver long and can fire gun during the dash
without pause from reload



~*~Breakdown of Melee Types~*~~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Attack-Dashes forward, staying on ground.

Movement-Dashes forward then jumps.
-OR-
Jumps and then dashes forward and down.

Flak-Dashes forward and up, ends mid-air.

Evasion-Remains stationary.
-OR-
Moves backwards.
-OR-
Moves slowly forward.



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2. Choosing a Gun
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The gun is most likely your main damager, but shouldn't be your
main attack. Bombs and Pods should be used much more than your gun because
they don't leave you anywhere near as vulnerable. With most guns you should
only fire if you know it will hit or if you know your opponent can't counter
it (there are some exceptions, such as guns that pause in mid air). That's
where your bombs and pods come in, they should stop/distract your opponent so
you can hit them with your gun. Also, your gun will probably only hit about
half the time at best, so don't be discouraged when you miss. There are
4 (main) factors to look at:

Effective Range
Speed
Reload
Homing

Effective Range - The range will probably be decided by the robo you choose,
but you don't have to use guns at the range they are rated for
(i.e. you can use long range at close range) How your robo moves can
affect the range at which it can fire effectively from.

Speed - Faster guns can be used at longer range. It's a simple as that. Look
at what your effective range is, then decide what speeds are viable
for that range. If close range is viable, slow weapons may be a good
choice, but homing can have a greater impact than speed.

Reload - Time where you can't move after you fire. This is also the time when
you are most vulnerable. This is especially important to consider for
your other parts, so it is a good idea to look into it now.

Homing - Better homing means better accuracy, but isn't a guarantee. Take all
claims of homing with a grain of salt, don't expect great homing to
mean a great weapon. This is the factor of guns that is most reliant on
play style. If you tend to fire a lot and randomly, homing is probably
good for you. If you plan all your attacks and know exactly what is
going to happen it isn't as much of a concern.



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3. Finding the right pair of Legs:
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This may seem like the least important aspect of a robo, but it
really can make or break it. The most important thing to know is that legs
only enhance your robo, they don't make it any worse. Some people may think
to choose legs to compensate for weaknesses, like putting formula on a slow
robo. That is generally not a good idea. Pick legs that enhance what your
robo is good at and helps you get into the effective range of your gun.



~*~Breakdown of Legs~*~~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*


NORMAL:

Quick Jump Legs - Enhances your decent abilities, making you less
vulnerable to attack upon landing. Increases fall speed.

Ground Legs - Decreases jump height, but reduces vulnerability after
air-dashes and jumps.

Short Thrust Legs - Decreases your air-dash and continuous jump
distance, but enhances your agility on ground.

Stabalizer Legs - Provides good acceleration and sharper turning.

Standard Legs - Basic Legs. Swap out for a diferent set of legs soon
to improve abilities.

High Jump Legs - Increases jump speed and height, allowing you to
attack from on high.

Booster Legs - Increases dash speed and continuous jumps.

Feather Legs - Decreases jump speed. Makes you less vulnerable to
attacks when landing.

Formula Legs - Drastically increases running speed.

Plus One Legs - Increases air-dashes and continuous jumps by one.
Designed for aerial battles.

Long Thrust Legs - Increases air-dash and continuous jump distance.

Wide Jump Legs - Makes long-jumps possible, improving your ability to
approach foes.

ILLEGAL

Sling Legs - Provides goos acceleration and turning. Increases
air-dash speed and jump height.

Kindjal Legs - Increases jump height an dspeed. Makes you less
vulnerable when landing.

Cleaver Legs - Increases running, air-dash, and jumping speed.
Raises jump height.

Scythe Legs - Upgrades jump height and speed. Increases ait-dash
and continuous jump speed.

Hadron Legs - Increases ground and air mobility. Good for all
types of battles.

Amun Legs - Reduces vulnerability during air-dash and continuous
jumps. Slightly improves overall mobility.

Indigo Legs - Slows jump speed, but increases jump distance.
Reduces jump vulnerability.

Phantom Legs - Drastically increases ground mobility. Increases
air-dashes and continuous jumps by 1.

SPECIAL
Chick Legs - The weakest leg part. Good for confident comanders who
want to test their abilities. Lowers all Abilities

ARS-L13 Legs - Reduces vulnerability during air-dashes, jumps, and
landings.

Carat Legs - Shorter jump distance and air-dash. Other abilities
have also been enhanced. Easy to use.



~*~ Breakdown of Legs by Robo Legal Only~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Shining Fighter: Any

Aerial Beauty: High Jump, Wide Jump, Feather, Ground, Quick Jump
Long Thrust

Metal Grappler: Plus one, High Jump, Feather, Ground, Quick Jump,
Wide Jump, Short thrust, Long Thrust, Booster

Little Raider: Stabilizer, Short Thrust, Feather, Ground, Quick Jump

Little Sprinter: Formula, Stabilizer, Feather, Ground, Quick Jump,
Wide Jump

Sassy Stunner: Wide Jump, Feather, Ground, Quick Jump, Long Thrust

Wild Soldier: High Jump, Booster, Short Thrust, Feather

Big Boy: Wide Jump, Plus One, Feather, Ground, Quick Jump,
Long Thrust

Old-Timer: Short Thrust, Long Thrust, Booster, High Jump, Feather,
Ground, Quick Jump

Trick Flyer: Short Thrust, Long Thrust, Booster, Plus one, Feather,
Ground, Quick Jump

Strike Vanisher: Short Thrust, Long Thrust, Booster, Plus one,
Feather, Ground, Quick Jump, Wide Jump

Burning Beast: Short Thrust, Long Thrust, Booster, Plus one, Feather,
Ground, Quick Jump, High Jump

Lightning Sky: Booster, Plus One, High Jump, Short Thrust, Feather,
Ground, Quick Jump,


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4. Picking a Bomb:
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Bombs general should cover the weakness of your gun, i.e. it should
be good at what your gun isn't. If your gun fires straight and fast, your
bomb should block off where they are going so it can hit. You can also have
a bomb that works off a guns strengths, i.e. use a straight flying bomb with
a straight gun to combo. My advice is to do the former, but both methods can
work well. The best way to pick your bomb is to seriously look at how your
gun fires. Go into training mode and just move around and use it and watch
how it moves. Watch what happens when you fire it from different areas and
what tends to happen when it hits. Use all the info you gained from choosing
your gun to choose your bomb. Figure out what the bomb needs to accomplish to
get your gun to hit. Also, bombs only hit maybe 1/5 of the time, but they can
be used much more often and without fear of countering than guns can, so
don't expect your bombs to hit, they have a better purpose anyway.




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5. Picking a Pod:
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This may be the most complicated choice of the entire process. Or
it can be the easiest. Pods need to play to your Robos mobility and work
WITH your bomb to get your gun to hit.
First, mobility: There are 3 types of pod mobility:

Stationary
Homing
Free Roaming

Stationary - these are best left to speedy robos. They can set them, then
move away fast enough so that they can be used in conjunction with
your bombs and gun.

Homing - Good for anything, but always know where they and your opponent
are so you can anticipate where they will be.

Free Roaming - These are the pods that launch, move for a set time, then
explode. These are easily used to block passageways and escape
routes, and there are usually multiple pods that can be fired.

Second: Working with your bomb and gun. Once you know the mobility of the
pod, use that info to anticipate where it will be at a given time
so you can time your bombs to be most effective. You don't want to
choose pods that get in the way of your bomb or gun, all of them
need to be used together. If you have a powerful gun, then you want
the gun to hit first for the most damage, so avoid pods (and bombs
for that matter) that tend to down opponents early (although this
cannot always be avoided).




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6. Testing:
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Testing a set is the most grueling part of customization. You can't
expect to make a set and have it work perfectly the first time you use it.
It just isn't going to happen. Do several battles with each part to get a
feel for how it works with the rest of your setup. An easy way to test is to
fight the computers, but they never fight quite like a human player, so a
better way would be to fight someone you know and trust and can preferable
give you feedback. Don't junk a customization just because the parts you
chose aren't quite working together the way you wanted them to, just tweak
various parts. Start by adjusting just one, then two, then even three if you
are still having trouble. Once you find one part that works very well with
your setup, check the rest of the parts on it, you may still find
something to improve on.


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7. General Tips
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1- Don't rely solely on your gun. You should realize by now how important
bombs and pods are.

2- Spamming has it's place, just not for an entire match. Limit how much
you spam, and if you find you can only neat someone by spamming,
you may need to adjust your set.

3- It's generally a bad idea to move straight at your opponent. Always try
move at angles/circle your opponent. That way you are in a constant
state of dodging their gun rounds. When Air dashing, move in a
zig-zag like pattern, become unpredictable. There are some times
when you will want to move straight, such as if your opponent is
using parts that fire to the sides and not directly at you.

4- Setup advantage does exist, but it isn't something that can completely
determine how a match will end. Any set can beat another, it just
takes the right strategy.

5- If you get angry at loosing to spammers, change your mindset from
"Gah, I hate this guy, he has no skill" to something like "Well,
he must have such low self esteem he has to be cheap to win. I'm
glad I could help with feel better". That is a bit extreme of an
example, but going from pessimism, to optimism can make your day
better (I'm an optimist if it isn't rampantly apparent)
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Customization Guide (Pengui)
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