You're A Robot Now: The Basics
So you got uploaded, handed a sword, and there's a blue guy with another sword charging right at you. Don't panic, stay calm, you're going to be fine.
The game will provide you the basics of movement and combat, so there's not much this guide will have to say here.
For brevity's sake: Kill everything that isn't you, don't die, upgrade, repeat until you do die.
Enemies die if they lose both arms or both legs, take damage to the neural cortex (which is a fancy way of saying, 'headshots that go through the head instead of simply winging it') get bisected, or are otherwise unable to continue fighting. This applies to you, too.
Chopping off various limbs can have adverse effects on you and enemies alike. While losing your head is obviously fatal, losing an arm renders you unable to use most weapons, and losing a leg will severely hamper your movement speed and eliminate the ability to Kick.
You can hit Shift to Dash. Dashing consumes Energy (the bar at the bottom you've no doubt noticed) and can be used to close the gap, make a gap, or to just move a bit quicker. Just bear in mind that while dashing, all actions are interrupted, and you cannot make any more until you come out of the dash. Mind where you go before you Dash into an arrow/lava/bomb/horde of robots/deadly lazer.
It's really that simple.
You're Still A Robot: Basic Upgrades And Tips
You survived a round, got back on the elevator, and there's a bot with a grabby arm, a weldy arm, and a giant monitor blaring UPGRADE AVAILABLE at you. You've got many, many options, but you only get one point per level survived. I'll detail the weaponry/fire breath in the next section, but here's everything else.
Energy Capacity/Recharge: Increases your Energy Gauge and lets it recharge quicker. Very boring, but extremely practical, especially if you use a bow-heavy style or use the jetpack a lot.
Fire Resistance: Reduces the effect fire has on your chassis. While fire only begins to become a threat with Mark IV robots, it's still a major threat nonetheless, so anything that can reduce the danger it poses is always welcome.
Kick: It's right in the name. Kicking knocks opponents over and sends them flying, leaving them helpless to a coup de grace. If, of course, you're not kicking them into lava, spike traps, saw blades, or each other. It's simple, it's versatile, it's awesome. Only issues are that it's range is 'your leg', which is short, and it needs both legs to function for obvious reasons.
You can upgrade it further after clearing the Kick-Only Challenge, granting the Power Kick.
Power Kick: Increases the distance kicked robots fly, as well as making them so forceful that, in addition to the guy you hit, any robot standing near them is going for a ride.
Just bear in mind that 'any robot' includes any potential allies, so watch what you boot when you play Co-op.
Get Up: Lets you, well, get up faster. Trust me, this is more useful than it sounds, thank me later should a Spider-Tron or Kick-Bot land a hit on you while a Mark I Sword closes in to absolutely humiliate you in front of your friends and family.
Armor: Takes a hit to a limb, knocking your would-be assailant away, then breaks. Does not cover your head or the torso, however, and you'll still be knocked flat if a Hammer Bot connects.
Repair: So you got hit, but only came away with a missing arm or leg. You can spend your upgrade point to get it back. As a bonus, if you have Armor, it'll be fully repaired as well, free of charge.
Clone: Creates a clone drone to send into the danger zone should you fall. It's an extra life. You can only have five Clones tops, after which you won't be able to send any more, and you can only use this upgrade ten times, tops. Useful for making that one mistake you make non-fatal. ...Also, please, for the love of Raptor Jesus, don't hit them.
Jet Pack: Replaces your basic dash with something akin to a sprint button. Drains Energy to use. Can be upgraded to go faster (Jet Pack II). Perhaps most importantly, lets you attack while using it! Swords can be held out during this as a 'tripwire', Spears stay thrusted forwards, while all other weapons behave as though you aren't hurtling forth at high speed.
Now as for general advice and tips:
NEVER, EVER, EVER, TAKE YOUR EYE OFF ARCHERS. While losing track of any opponent is a dangerous thing to do, this goes extra for the guys who can put an energy arrow into your back and kill you or hack off a limb. If you don't know what an Archer is getting up to, make it a very high priority to correct that.
Prioritize targets. What this spectrum is for you and I is likely going to differ, but my list is to first cut down any weaker threats or anything that can bowl you over; Even a Mark 1 Sword Bot can get lucky and take you out if you're preoccupied elsewhere. Then, take out any ranged attackers. Then, clean up the rest.
Take out anything capable of knockdown first, or at least prioritize them. Time spent getting up is time that enemies can and will use to kill you. I know I keep repeating this point, but it's important. Getting knocked down, barring luck or Get Up, is a death sentence in a game where 90% of your time is spent in close quarters.
Stick 'Em Up: Your Arsenal (Part 1)
SWORDThis section's going to be divided according to weapon order.
So we kick off with the...
The Sword is your first weapon. It's got decent crowd control, good reach, rock-solid defense once upgraded, and can keep other sword users at bay. If your current problem doesn't have a clear-cut answer, the Sword is usually good enough. But it's short range and easily deflected nature can come back to haunt you at a critical moment.
Advantages Fast swing speed, little startup time, fast recovery
Can deflect other swords and, with upgrades, arrows
Can be set on fire from the word 'go', dealing damage to nearby parts
Can be used if you lose an arm, unlike other weapons
Middle of the road crowd controlDisadvantages Can be parried or even knocked aside by other sword robots, leaving you defenseless for a moment
Short range
Available Upgrades:Anything in bold is my thoughts on the upgrade in question.
Fire Sword I/II: Spreads Fire, which can deal additional damage around the area where your swing connects.
Not my first priority, but it's still pretty great. Where this upgrade begins to really shine is when the enemies get thicker and thicker, such as Hammer Bots, Spear Bots, Spider-Trons, and Raptors; while your swing might not get them in one go, the fire can melt through the rest of the way.
Deflect Arrows I/II/III: Deflects arrows in a 90, then 180 degree arc in front of you. Maxing it lets you aim your deflections. If your sword is on fire, any deflections will be set on fire for the return trip. Will not work if you're currently attacking, however.
Even just investing in the first instance of this upgrade gives you a safety net against Archers. Comes recommended highly.
Your only ranged option might be a bit old fashioned, but it's still just as lethal now is it was during the era of hunter-gatherer societies. Take a...
BOWThe Bow drains Energy to fire slow-moving arrows that behave like a sword strike. Trust me, this weapon, despite it's initial learning curve, is worth mastering, as it gives you the ability to reach out and hit opponents at distance. But it draws from your Energy supply, it can be deflected, and against the thicker robots, it can start to feel like a gamble on whether or not your shot will actually do the job or just wing them.
Advantages Can hit at range, obviously enough
Good for directly shooting weak points
Good at whittling down a crowd from range
Disadvantages Draws from your Energy supply
Slow travel time; Leading shots becomes crucial at longer range
Can be deflected and sent right back to you
Can be unreliable against thicker opponents; Even meat and headshots might not be a kill if the opponent's got enough voxels.
Requires both arms to wield
Available Upgrades: Arrow Width I/II/III: Increases how wide the arrow is.
This is essential as armor thickens. Can make arrows easier to deflect, however.
Fire Arrows I/II: Set your arrows on fire, damaging the area around the impact point.
Unlocked via completing the Endless Bow Challenge.
Mitigates the risk of not landing kills and can, again, turn a sever into a kill. Not my top priority but it's certainly up there, and, again as enemies get thicker, even having Fire Arrows 1 can be a boon in securing quick kills.
Aim Time I/II: Slow down time and aim, giving you room to breathe, lead the shot, or line it up. Consumes Energy while active.
Kind of impractical, in my opinion, unless you're in the Endless Bow Challenge. It's also exclusive to single player.
Your second melee option? Drop the...
HAMMERThe Hammer is pure brute force, great at demolishing opponents. While it lacks any form of defense outside of said brute force, with how obscenely powerful each strike is, frankly, brute force is the only defense it needs, and it's capable of plowing through multiple enemies with a single swing. This said, mind that you don't get shot, and make sure you hit.
Advantages Long reach, helped by a potentially massive head
Great at wrecking armor, as even if the target survives, it will suffer knockdown.
Doesn't give a damn about parrying
Great crowd-control potentialDisadvantages Slow startup and long recovery; Missing is more easily punished as a result
Cannot deflect projectiles
Requires both arms to wield
Available Upgrades: Hammer Size I/II/III: Increases the size of the hammer's head, which increases the area it can smash.
This and Fire Hammer are the only upgrades available, so there's no reason not to take these if you're lugging a Hammer. Lets you smash more voxels out of an opponent, and can turn what would be 'a few voxels in the back somehow keeping this poor soul together' into 'I smashed this robot in half'.
Fire Hammer: Sets the hammer's head on fire, damaging areas around where it smashed. Unlocked via completing the Endless Hammer Challenge.
Again, you've no reason not to take this Upgrade. Overkill as it may be for the majority of threats, on the few that one smash doesn't destroy, melting those extra voxels off can make the difference between Spider-Trons surviving, albeit wounded, or going up in smoke.
Stab N' Burn: Your Arsenal (Part 2)
THE SPEARFLAME BREATHThe fourth weapon, added with Chapter 4, is...
The Spear is tricky to get to grips with, but rewards those willing to put in the time with a ludicrously precise means of melee mutilation. This is a weapon that can simply stab straight through the armor of a robot, easily killing them in one painless stab, instead of a deflected swing. Problem is, it's one robot, and you've got his fifteen friends all bearing down on you. That's to say, it's crowd control is not ideal.
Advantages Can easily target specific points, so it can more easily ignore armor
Long reach
Decently fast
Includes a Shield as an upgrade. Shield's properties:
Shield deflects all incoming attacks and projectiles, until it breaks
Has a unique Shield Bash, which is a Kick with some lateral coverage, albeit at the expense of EnergyDisadvantages Terrible crowd control
Shield Deflections cannot be aimed
Shield sans Shield Bash upgrade prevents Kicking
As of Update 19, the Shield can be broken through by weapons.Available Upgrades:Shield: Exactly what it says on the tin. Blocks almost all frontal attacks until it breaks. You'll still be knocked flat if a hammer connects, however.
Get this ASAP, the Shield is pretty much what makes the Spear something different than 'Worse Sword', and makes for great cover.
Shield Bash: Lets you use the Shield Bash.
Also get this ASAP, as the Bash is surprisingly useful in spite of draining Energy per use.
Fire Spear: Ignites the tip of your spear.
Unlocked via completing the Endless Spear Challenge
Mitigates the Spear's main drawback, being that it's finicky to kill with. Get this after getting the Shield stuff. Fire for the Spear is essential, because in a game where you WILL be beset by hordes, the Spear is a terrible crowd control tool, and as armor thickens, you may need multiple stabs to bring down a target.
Last but not least, and the only weapon you cannot acquire right away, is...
Unlocked by beating the Inferno Challenge
Fire Breath is a weird weapon. It melts right through basically any defense you can imagine, and can be deployed regardless of the weapons you have or the state of your arms, which is helpful. However, it burns through your Energy, and it's quite a ways down the upgrade tree.
AdvantagesCan be used to set melee enemies on fire without risking a swing
Melts through any shields, parries, and some armor
It's fire breath, that's a plus on cool value aloneDisadvantagesConsumes 1 Bar of Energy to activate, then rapidly drains your remaining supply
Short range
Poor crowd controlAvailable Upgrades:...yeah uh there's nothing here chief
Rock, Paper, Hammer: The Weapons Hierarchy
Over time, I noticed a sort of hierarchy developing with the weapons and how they interact with one another. This section is going to cover out what generally beats what else. Unless you're playing PvP, you generally won't need to worry about this section.
Sword Beats Bow
Loses to Hammer, Fire Breath, and Spear+Shield (S+S)Deflect Projectiles means Swords will hand any Bow user their shiny posterior on a silver platter, but Hammers don't give a damn about this 'parrying' nonsense, and Spears can deflect and stab you in the head unless you bait the swing first. With Fire Breath, it's kind of a draw that depends on if you can get 'em in the windup, but generally speaking, they have the range advantage. Against anything already spitting fire, you're toast.
Bow Beats Hammer and Fire Breath
Loses to Sword and S+SThe Hammer cannot deflect projectiles, so Bows can pick them off comfortably at range, but Swords and S+S can deflect away any shots coming at them from the front, which, if you're going solo, is all of them. Kicking them, then following up is pretty much your only option here if the Bow's your only weapon, and the Kick has a dismally short range that will put you in harm's way.
Hammer Beats Sword, Fire Breath, and S+S
Loses to BowsHammers, as mentioned, don't 'get' this parry nonsense and wouldn't want to, and while S+S will deflect the strike, it'll still knock the spear user flat, leaving them wide open to any follow-up swings. But it's inability to reflect means Bow users can easily just shoot an arm to render this weapon useless and, provided it's your only weapon, inexplicably kill you.
Spear + Shield Beats Sword [All the time] and Bow [Only with the Shield]
Loses to Hammer, getting kicked, Fire Breath [No matter what] and the Bow [If you lack a Shield or have it broken]S+S is a jerk to get past for any melee weapon, and even Bows are gonna have a hard time of things. But the Hammer, even if it hits the Shield, will still tip over a Spear user, and Fire Breath passes right through any shields if their user is willing and able to close the gap. Plus, if that Shield breaks, you're kind of screwed against Bows. Swords, though, are still fair pickings, being outranged enough that you can jab them to death.
Fire Breath Beats S+S and Sword
Loses to Hammer (barely) and Bow (by a mile)While Fire Breath is a little impractical on the Energy side of things, it melts right through any and all guarding. But it's relatively short range means Hammers can hit you back while you try melting them, invalidating the 'no dying' thing, and Bows don't care and can simply snipe you while you imitate a dragon.
Psychotic Robotics: The Enemies [Part 1]
Sword RobotsArcher RobotsHammer Bots.Spear BotsFor the most part, your enemies come in five distinct types, each with their own color schemes and AI. These types are Mark I, Mark II, Mark III, Mark IV, and Mark V robots.
This section will cover the Robots that use the same stuff you do.
Mark I: Blue. Simple AI, tends to make dumb decisions, only uses the very, VERY basics of their weapon.
Can still kill you if you get caught unaware or get overconfident, but otherwise only pose a threat to newcomers.
Mark II: Red. Actually competent. Will probably still be easy to kill off, but know a thing or two about their weapons.
Can pose a threat to the unaware or reckless. They're otherwise scrap for the grinder.
Mark III: Purple/Black. Quite cunning, if still fairly predictable once you learn their quirks. Will mark a spike in difficulty.
Very dangerous, this is where the wheat and chaff split off. Definitely be prepared to die a few times to these guys.
Mark IV: Black with glowing orange. Smarter then the IIIs, and will flex on the unwary.
Has burning weapons as a rule. DO NOT ENGAGE UP CLOSE, OR ACQUIRE FIRE RESISTANCE.
Mark V: Black, glowing green highlights. Lethally smart, will likely end even a skilled player if you let your guard down.
Same weapons being on fire, but now jetpacks come standard. Also, they'll likely use very advanced maneuvers if not outright cheat with their mobility.
The first type of robot you typically fight are...
Slicey Dicey
Mark I's are basically this game's Goomba. They run at you and slice vertically, and that's all they do. They'll only pose a threat if you're either extremely new or knocked down, and are otherwise very easy to slaughter.
Mark II's can knock your sword aside, and are generally a bit more skilled in swordfighting, but that's all they got going for them. They're otherwise fairly easy to put down.
Mark III's are where the wheat and chaff split; They can deflect arrows back at you, and typically attack from the sides or while airborne.
Mark IV's are Mark III's, but with Fire Swords, so even a scrape will likely turn lethal, and any deflected arrows, if they weren't already, are set on fire. Otherwise, they're the same as the Mark III's.
Mark V's happen to be Mark IV's with jetpacks. Same tactics apply, only now you need to get very good at tracking their movements, as they'll move in unpredictable ways, zig-zagging and slicing horizontally.
While a Sword Robot on it's own might not pose too much of a threat, it's never just one Sword Robot, and those numbers can add up quickly. Shoot what you can, and remember that the Hammer is your best friend for clearing a crowd once Mark III and above come into play.
Your next encounter, generally speaking, are...
Pew Pew
Mark I stands still, jumping on occasion, and fires weaker arrows with a slight spread. Their fire rate tends to feel somewhat erratic; Sometimes they take a few seconds, sometimes they fire nigh-instantly, and this quirk makes them oddly dangerous.
Mark II's are ironically a bit less dangerous due to the removal of that quirk, but they're packing bigger arrows and generally won't spray and pray them, preferring to hit where you are, currently. In short, stay moving.
Mark III's actually lead the target, have the widest arrows of the lot, and even carry a sword for backup. Once they switch to the sword, they generally won't switch back to the bow unless you put a LOT of ground between you and them. Friendly warning; They also have Deflect Projectiles III.
Mark IV's are the same as Mark III's, but their arrows are on freaking FIRE. Again, even a scrape shot can become lethal, so don't let them hit you. Deflect Projectiles III comes recommended highly for defense, or lacking that, good cover and closing in to make them switch weapons will suffice.
Mark V's trade in the sword, and frankly, with the fact that they're slippery buggers who jet away if you close in, they don't need it. They also seem to have a double jump, using their jetpacks to alter their course in mid-air, and have a knack for terrifyingly accurate aerial fire. In case I wasn't clear enough with Mark IV? You'll need Deflect Projectiles III to stand a chance.
As dangerous as Archers are, they all possess the same Achilles' heel: Deflect Projectiles III. This upgrade neuters their main mode of attack and even makes it deadly for other robots on purpose. Just make sure you're not swinging, and don't overly rely on it either. All it takes is one arrow from just outside your deflection range, and you're done for.
Stop.
lemme smash
Mark I's possess a small hammer, relatively speaking. They otherwise pretty much behave like , so the same strategies apply, only with how THICC they are, you might need to land multiple swings/arrows.
Mark II's have a bigger hammer head. Otherwise, same rules; Keep your distance and try to make your first strike a kill.
Mark III's have the biggest of hammer heads, in a clear effort to compensate for something. Third verse, same as the first.
Mark IV's have noticed this whole 'agility' problem and now possess jetpacks to rapidly close the gap. Oh, and as is customary for Mark IV robots, their hammer's on fire.
Mark V's have everything Mark IV's have, but now they're leagues harder to predict because they jetpack like mad and swing sideways, all the time.
For all their power up-front, with how thick their bodies are, and how much that hammer hurts? Hammer Bots are cripplingly weak to the Bow. A single headshot will usually be all it takes to bring them down, and if the head's too small a target, cutting an arm will also instantly kill them (No sword, Hammer needs both arms).
What's that sound? It's the sound of frustrated melee users, at the pointy ends of the...
Stab, Stab, Stab
Mark I has no shield. All it does is try to stick you with the pointy end.
Mark II DOES have a shield, and it'll try sticking you with the pointy end. And bashing.
Mark III has just the standard AI of Mark III robots, which in the hands of a precision weapon is pretty damned dangerous.
Mark IV has set their spear on fire, and will readily abuse that fact.
Mark V has all this and jetpacks. These guys can and will ruin your day.Remember what I said about Spears being able to hit you through armor? Melee combat is risky business with a Spear Bot. If you don't feel too confident, the Hammer can knock them over and open them up to retaliation, or you can use arrows to chip down the shield at a safe distance.
Metallic Maladies - The Enemies [Part 2]
SPIDER-TRONJetpack BotsKick-BotsHere's the more unusual, esoteric, or just plain weird threats you'll be tasked with killing in the arena.
Crowd Pleaser
Unique
5000 is smaller compared to it's bigger brother, only fires a single bomb at any given time, and has one weak point to hit and destroy.
6000 is too far off the ground to strike with melee weaponry normally, so cut out the legs. It also fires 5 bombs per shot, and has two weak points to attack.Spider-Tron will be content to sit still and rain high explosives on you. These bombs can do damage and inflict knockdown. Lucky you, this also applies to your enemies, so if you're getting tailed by a horde, let Spider-Tron assist you some in dealing with them. Other than that, anything Fire can do additional damage to their chassis, and Get Up can mitigate some of the threat their bombs pose. I recommend either the Fire Sword or Bow for both.
Rocketmaaan~
Mark I Jetpack bots are just Mark II sword robots, but jetpack. Is jetpack a verb, you ask? No, but it is now.
Mark II are a bit smarter about this, holding out their sword in hopes of doing a hit n' run.Both , as you might expect, are good at getting into your face. Kicks work wonders if you don't have the Shield, but if you do, keep it ready and Shield Bash them, then stab them as often as you can while they're down.
Did Not Skip Leg Day
Mark I hits you a short distance away.
And Mark II hits you across the field.
In a cruel twist of irony, don't have Get Up, and because they lack any weapons outside the environment, taking out a leg will kill them. This said, the environments these bots inhabit are usually ludicrously dangerous, and even then, getting downed renders you extremely vulnerable to any robot in the game.
Warfare BotSpider-Tron with Metaphorical Legs
Unique
Charges at you, knocking you down
Sprays bombs
Five per spray
Get Up is practically mandatoryIt's honestly best to just use fire weapons and Bows. Otherwise, Warfare here is a Spider-Tron that's actually mobile, and he knows this, and I hate him. He's also a frustratingly small target, however...
This guy, Logistics, Mindspace, and Infantry all share the issue of being small, so fire kills them deader.
Logistics BotHold B to do a Spin Attack
Unique
Floats up to you
With a sword
That it does 360s with
Wants to saw you in halfLook, there's not much to say about Logistics. What you see is what you get.
Infantry SupportZerg Rush
Unique
Spawns random adds
Realizes it has a flaming jet and tries to roast you with it
Did I mention it charges?
Because it charges a lotThese guys are your first priority if they're on the field, simply because they keep adding new problems to deal with on top of your current problems.
Mindspace CommanderSo forgettable, I forgot him when editing this section
Unique
Fires real wide arrows
Also tries to toast you with it's flame jet
Not much more to say here, probably the least remarkable 'Unique'...big bow man, haha large arrows go brrrrr.
Fleet CommanderFrickin' Spider-looking Robots with Frickin' Laser Beams on their Frickin' Torsos!
Unique
Fires flaming arrows at massive width
Has fire breath if you think getting close is a good idea
Also a flaming sword for the same reason
And an instant-kill laser beam. It's predictable enough to dodge.Dodge the beam and use it's opening to get a few shots off. It only takes one clean shot to it's core, or two if it's armored, to drop a Fleet Commander. Do not waste time with this one, that laser will destroy you, armored or not.
Flame RaptorsInsert the Jurassic Park theme here
Unique
Walks forwards, spewing fire out of it's face
Tail-whips if you get too close, sending you flying and knocking you down
Can have a robot riding itShoot the core to instantly kill it. If a robot was riding it, it'll be knocked down if it's mount explodes, so take advantage and kill it before it gets up, otherwise you'll have one more robot added to the mix They're really only good up close, lucky you.
Laser RaptorsOH GOD OH NO KILL IT KILL IT KILL IT
Unique
See: Flame Raptor
Except replace 'fire breath' with 'tracking instadeath laser beam'
YOUR FIRST PRIORITY.Same weakness as Flame Raptors, but much, much more dangerous due to that laser. It tracks with hilarious precision, unlike the Fleet Commander's laser, and these guys aim for the torso to annihilate you instantly. In case that list didn't tip you off? Laser Raptors should be taken out as soon as possible.
Destroy All Humans!: Last Human Standing
Last Human Standing is the battle royale of Clone Drone. Here's how it works;
You have one life to live! Except in the waiting room, where you live forever (until the match begins anyway)
Dying will prompt you to start a new match, or return to the main menu.
Upgrades drop in periodically. You get 4 points to start with in the Lobby, and different upgrades cost different point amounts, but it'll only be enough for the bare minimum. You need to procure the rest in the field.
Most upgrade drops max out a weapon, granting you all of it's available upgrades at once. Others provide maximum energy, Jetpacks, and the Power Kick.
Upgrades can include things that simply aren't covered in the usual 'upgrades' section, from becoming huge and having huge guts, to riding a flame raptor, to harnessing the ungodly power of frickin' laser beams.
Jumping consumes Energy. Don't get leap-happy, or you won't be able to Dash!
Once a certain number of humans remain, the arena walls close in. For your own sake? Don't get caught outside.
Honestly, I can't say much because every human is unique and special, but I can give pointers. So I shall.
General Pointers Go for the upgrade drops. Against humans who are more skilled then you are, (which, in my case, is all of them) upgrades can act as a leveler to let you stay in the fight, maybe even win it. Additionally, upgrades can open up more weapons, which lets you face down more humans.
Always have a weapon. While going in as a pure kicker is a funny meme, it'll also get you destroyed because your only option is unreliable due to ping and Kick's poor range.
If an upgrade drop is congested, wait on the sidelines and assault whoever comes out on top of that mob, odds are they'll be weakened from all the fighting.
Remember, it's not about getting the most kills, it's about survival. Know when to charge in and when to run the hell away.
Some upgrades are worth more then others. While becoming Giant enhances your range, it makes you a very easy target, and while the Raptor might be a bit unreliable with it's flamethrower, the tail swipe is a pure WMD in the right hands.
While you can repeatedly hop in and out of an upgrade drop to bait the human, I strongly advise only doing this a few times before moving on. Both because time spent baiting is time spent not getting upgrades yourself, and even if the other human takes the bait, if they catch you out mid-attempt, odds are you're getting your face bashed in. And you deserve it for getting overconfident.
Weapons behave the same in PvP, with one notable exception: The Sword has been slightly nerfed, swinging slightly slower to compensate for ping with a different model, becoming the Greatsword. There's a Challenge where you can practice using it offline on robots before using it online against humans, so don't worry if that sounds daunting.
Weapon Pointers Remember that Weapons Hierarchy? Make use of it, as, all factors equal, some weapons are going to hand others their glutes.
The Hammer is an ever-popular pick, and I can see why. It easily one-shots most opponents, can't be stopped by other weapons, and is still relatively quick. However, a Bow user can pelt them to death from just outside their range, and if they whiff, any other melee weapon can mince the user up.
The Greatsword can counter Bows, but you'll need any Hammer wielder (which, again, is going to be like 90% of everyone) to whiff before you can safely take a shot. It's still pretty fast, so it's good for players that know what they're doing.
The Spear is, in my humble opinion, not quite worth pursuing. Sure, it has longer reach and a Shield that can absorb hits for you, but it's finicky unless you set the thing on fire. If you have set it alight, however, go ahead and get stabby.
Fire Breath is absent save for getting a Flame Raptor, so I can't discuss it much here. The Raptor itself is armed with finicky, unreliable flame breath, and a wide-sweeping, far-flinging, infinitely useful tail slap, perfect for YEETing your opposition into lava, spikes, saw blades, or other humans.
The 'F' key is instead bound to the Laser upgrade, which takes time to charge before unleashing a sweeping plasma beam of pure death, utterly and ruthlessly annihilating any and all humans that are dumb, foolish, unaware, or just plain unlucky enough to be in it's way.
Parting Shot: The End
Thanks for reading, I hope this guide served you well! Also, it appears that in the time it took you to read it, you got sawed in half by that other robot with a sword. Whoops. Maybe the next human will do better!
I'll update this as new stuff gets added in... Eventually. I'm one person, after all!
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1736456970
More Clone Drone in the Danger Zone guilds
- All Guilds
- Chapter 5 Insane mode
- How to Easily Beat Hard Levels
- Guide 8
- how to be good
- Clone Drone in the Danger Zone - Level Editor Guide
- Clone Drone in the Danger Zone - 100% Achievement Guide
- Clone Drone in the Danger Zone - Highway Through The Danger Zone
- Clone Drone in the Danger Zone - Tips to Kill Infantry Bot
- Clone Drone in the Danger Zone - Fighting Guide