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 Post subject: Commander Rocket: What's Wrong With This Picture?
 Post Posted: Sat Sep 08, 2018 12:39 am 
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Joined: Tue Mar 18, 2014 10:21 pm
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Location: Out in the woods somewhere
So I've been playing a lot of Commander Rocket lately; I find that I really enjoy poking with fully-loaded AA bursts and flying around the map off of the Rocket Launch's recoil.
The problem is that, while I've got a build that generally works as far as my individual performance, and seems to work pretty well for team fights... Inevitably my team ends up hitting a wall and losing.


Some notes:
  • The Utilities row tends to be spread out throughout the match rather than at the very end - since it tends to change so much based on performance there wasn't really a good place to put it.
  • Card w/ Kiss is only for situations where I have a teammate I can stay near reliably; otherwise I'm more likely to go for Medal Booster. I'm curious as to whether Head in Jar is actually worth the price since I tend not to fire very many individual rockets unless I'm attacking a turret.
  • I honestly have no idea how to build Rocket Launch; Mother of Bombs would be an obvious choice if it weren't for the overly limited window of use, and both Zurian Bomb Wrangler and Mad Bomb seem a bit too questionable in terms of actual benefit. It tends to come last simply because I tend to need to be in fairly close to actually connect the rockets, meaning that the upgrades are the lowest priority.

Does anything stand out as 'obviously wrong' with this build? Is there a better upgrade than Multi-stage Rocket given the ticks are fairly far apart and don't seem to do much individually?

EDIT: tried to fix build link, not sure if it's showing up properly for everyone or not.

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Last edited by Camkitsune on Wed Sep 12, 2018 9:20 pm, edited 1 time in total.

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 Post subject: Re: Commander Rocket: What's Wrong With This Picture?
 Post Posted: Wed Sep 12, 2018 10:55 am 
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Joined: Tue Oct 24, 2017 3:45 am
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Your image is broken, thus I'll just drop a build in nautsbuilder, and you can recreate yours.
https://orikaru.net/nautsbuilder#Comman ... 4-22-22-10
Basically for the earlygame you just back the * off and live. You need particles, and 4th rocket on aa as soon as you can. Once you have a fairly good aa you can spec into rocket launch. With nuke bug, you can launch in, drop 500+ damage with aa then leave, and dump another 500 aa if they chase then you can dump rocket launch damage on them. If they're too dangerous you can rely on rocket launch damage to keep them away.

Wraith stone is really good because you can easily slap creeps with your aa which helps massively when your healthpool is nearly nonexistent.

The mother of bombs effect is infinite, you can store it for as long as you need. It cancels if you use rocket launch offensively.

Multistage Rockets is a scam, you should never really pick that up unless the enemy team has a laser trap fetish. Standing near cigars yield 32 DpS per stage, and they home. Each stage of Multistage is 26 DpS, inconsistent and more expensive.

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 Post subject: Re: Commander Rocket: What's Wrong With This Picture?
 Post Posted: Wed Sep 12, 2018 9:36 pm 
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Joined: Tue Mar 18, 2014 10:21 pm
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Your build is actually almost identical to mine.

The only big differences are that I opted for Med-I-Can instead of Stone (I'm avoiding enough damage that generally Med-I-can is more useful, esp. if I can't get reliably access creeps like on 205), duration instead of shield (I'm usually at the edge of the trap and moving around too much), and Toaster Rocket instead of MoB (the bonus only applies if I'm using the rocket to jump in, which doesn't really work as well with Nuke Bug).

Having played a few more matches with him, MoB doesn't mesh well with my playstyle since I tend to prefer to lob the rockets from above where possible in order to get the AoE damage alongside charged rocket. Given rocket-boosting into combat is pretty situational for me I find Toaster helps land the rockets a lot more reliably.

In terms of order, I usually get Plan B on drop, then pick up Slow + Med-I-Can, 8balls, then trap duration.

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I may be a whiny, soggy cloth bag full of a certain type of feminine hygiene product, but at least I'm not a dirty, inflamed, prolapsed end of the digestive tract.
I'm only awful as a reaction; small comfort, but it keeps me going.


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 Post subject: Re: Commander Rocket: What's Wrong With This Picture?
 Post Posted: Fri Sep 21, 2018 12:31 pm 
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Joined: Tue Oct 24, 2017 3:45 am
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Camkitsune wrote:
Your build is actually almost identical to mine.

The only big differences are that I opted for Med-I-Can instead of Stone (I'm avoiding enough damage that generally Med-I-can is more useful, esp. if I can't get reliably access creeps like on 205), duration instead of shield (I'm usually at the edge of the trap and moving around too much), and Toaster Rocket instead of MoB (the bonus only applies if I'm using the rocket to jump in, which doesn't really work as well with Nuke Bug).

Having played a few more matches with him, MoB doesn't mesh well with my playstyle since I tend to prefer to lob the rockets from above where possible in order to get the AoE damage alongside charged rocket. Given rocket-boosting into combat is pretty situational for me I find Toaster helps land the rockets a lot more reliably.

In terms of order, I usually get Plan B on drop, then pick up Slow + Med-I-Can, 8balls, then trap duration.

Well, continuing to keep up with the slow updates, you need cigars. It's just so good. It's 64 DpS to trap at level 2, and is only like, 145 a stage. It's wonderful. Also I should've requested some replays of you doing badly in particular, because telling a person why they're wrong is an effective strat to make them less bad.
Which surprisingly enough, isn't very sarcastic.

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