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 Post subject: Character Tricks you should know.
 Post Posted: Wed Oct 17, 2012 6:46 pm 
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Joined: Wed May 30, 2012 4:58 am
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Figured it'd be nice to post some tips/tricks that folks might not know.

Lonestar -

  • "Controlled' Hyberbull Detonation - Aiming a "Bull Charger" upgraded Bull on walls with no enemies/turret on the bull will force an early detonation. Due to the AoE effect, you can use this to poke enemies that are somewhat difficult to evade, or even knock Yuri down instead of gluing him to a wall.

  • Tiger-Knee Hyberbulls: (Term coined by DemonDiz iirc) Essentially, if you jump just a bit before firing a Hyberbull, you've effectively increased his blocking power. Virtually nothing gets below the small-jump gap, especially not 'Nauts. You can jump a smidge higher if you aren't interested in wrangling up droids, but the bull still denies space for an enemy to go under, and forcing them to also jump even higher to avoid it. Additionally or alternatively, if you *do not* want to push back droids (esp if your bull has no damage) lobbing a bull above their heads still lets you knock back most enemies, but allows the droids to push forward. (And thus also preventing droid trains from forming.)

  • Trap/Mine Disarming and Nuke Detonation with Hyper Bull - Hyper Bull can be used to trigger a Trap, or Detonate at least one mine. To destroy multiple mines, have the "Super Breed 2.0" Upgrade. To maximize the ability to disarm Traps and Mines, have the "Rebooter" upgrade for more frequent Bull summons. A base Hyperbull is also useful for lobbing towards a Derpl Nuke bullet, as the impact should trigger its explosion, thereby negating that tool quite effectively. (Thanks TheBigCheese for pointing out the Bullet counter, and reminding me to post something about Mine detonation!)

  • On-Contact Wall Bounce Dynamite - If Dynamite bounces off a wall, it automatically becomes on-contact Detonation. Should you lack "Rubber Sleeve" either by not owning/using the upgrade, you can use this to Swat Yuris or even harass folks sitting just in front of turret walls from above. Similarly, Trinamite flying in air for more than a second or so becomes "on-contact." This trick is now only marginally useful as Dynamite becomes on-contact after .3s now. Might still have use versus Yuri though.

  • Indirect Drill Core poking - Lonestar's a god at pushing thanks to his low-cd Trinamite and potentially explosive rebooter Bull. But if you can't directly hit the drill itself... you can still damage it! If you buy "Booming Bullets", the Blaster's AoE lets you hit the drill from *above*. Rockets aimed Directly downward when sitting on top the drill also damages it, but it's need to be smack dab in the center of the drill. (By the Force Field for the enemy team essentially) A single rank of "Mr. TnT" will do the same trick. With all these options, an enemy is often forced to chase Lonestar in front and above their drill, should they wish to prevent his almost unstoppable poking.

  • Revealing Leon - Trinamite with "Incendiary Rounds" Leaves a DoT that's visible regardless of Stealth for 5 seconds. "Dark Matter Flashbang" leaves a Blind Debuff and marker for 2.5 seconds that persists through Stealth. Lastly, either "Ribbit Slime" upgrades dish a 3 second Slow that also displays regardless of Leon's Stealth status.

  • "Top Lane" Drill room escape - Lonestar's Triple Jump, if timed at the apex of each jump, allows him to reach the top lane of Drill Core rooms. Typically useful for Sorona. Normally, you require the Jump pad to get up there, which isn't available in an enemy base. If you and at least one ally takes both routes out, the enemy has to consider following one or both lanes. NOTE: There's an occasional bug that'll lower character speed down, which makes this trick *dangerous* if it happens, as Lonestar *will not* be able to jump out of the Drill Room since speed and jump height are tied together.

Froggy G -

  • Hammer Pants on Walls/Turrets - Hammer Pants' tooltip is only partially correct. It claims it will AoE off floors, when in fact it will AoE on *any* surface you impact. Walls and even Turrets will cause the AoE to occur. This is *great* for tagging characters near walls, or thinking they're safe behind their Drill/Turret. Also gives back some freedom when aiming Dashes. If you see a Frog Dashing into a Turret, it's not to damage it, it's to AoE you and the droids near them.

  • Whirlwind works while Snared - As you may know, Snares will *break* Whirlwind if it's currently active. As long as there isn't a Stun or Silence associated with them, and you *know* a snare is coming, save the Whirlwind for *after* you take the snare. This bait tactic works better on Derpl (thanks to RBAY) moreso than on Clunk, however. (Though having CTT for the latter makes this tactic more useful thanks to an almost inevitable SD that'll probably hit you.)

  • *Anti-Frog* Reducing Stun - If you're facing a Froggy, namely one with Clocks/Cubes, Stun can really ruin your day. You're best bet to avoid eating a full shotgun or Whirlwind after is to jump forwards/backwards in a manner that baits him into dashing you either as you jump, or mid-air. If he dashes you the moment you jump, you *will* still complete the jump, and odd are his self-stun and your distance will make it hard for him to land most of a Whirlwind. If he hits mid-air, your fall and the angle he Dashed to might also make him go far. A Frog with Cubes and Hammer Pants will require you stay up in air as much as possible, in order to avoid the AoE boost, and possibly also prevent him from even landing a Hammer-capable Dash. He's got less angular freedom to land his damage boost/stun combo, so be aware of that.

  • Detonate Mines with Splash Dashes - Froggy is very useful in this department, especially if he went Dual Clocks. Yuri mines can control an area *really* well, especially late game. If Froggy can safely dash a group of these, you are denying Yuri of much needed control. This will allow allies or droids to pass through an area, or at least give them more space to traverse the map to either kill the monkey, or take out the objective it was trying to protect. Be careful though, the very start and very end of your dashes *will not* protect you from the mine damage. Also very long lanes littered with mines shouldn't be dashed into, as it may very well spell death for the Frog. Two warnings to take note: Hitting a Wall or Floor eliminates the invincibility early, meaing you *will* eat mine damage. More frustrating is that high-latency (350+ ms) Yuri players currently get to lay Dash-immune mines; you most likely *will* eat mine damage no matter what point you fire off your Dash.

  • RBAY counters Trinamite, Ball Lightning, and Nuke - While the tooltip does mention projectile reflect, some folks might not realize they can defend from these abilities. A close range Trinamite is potentially the easiest to counter, as the trio will be close enough together that you'll reverse them to your team colors. Trinamite thrown at range can be trickier, because any not touching the Whirlwind can still damage you. Coco's Ball Lightning is usually only negated at best. She can still detonate it near you to prevent the bullet from flying back (and still hurt you). It also might reflect in a random direction, making it unlikely to hit her. This is an undeniably potent counter for Nuke, just make sure you tag the Bullet! If it detonates prior to touching the Whirlwind, you *will* be hurt. Tag it, and the enemy team will curse their Derpl out if he kills them more than once.


Clunk

  • Fly by tapping jump - A *very* useful tactic for clunk is to hover/flight by tapping his jump key. He *will* reach further heights, or travel further distances if he's hover-tapping his jump key rather than Holding it. In Sorona, it lets him reach the jungle without aid of the Jump pad. In AI 404, tapping jump will let him reach the jungle after jumping off the lower level platforms. Juking/jiving with hover also makes him a much harder target for a number of ground/aoe skills. This also applies to Derpl, but his hover doesn't last as long.

  • Explode AoE reaches turrets and other lanes - A neat tactic with Clunk, especially on Ribbit IV, is using the SD AoE to tag turrets safely. He can tag turrets on the top lane via the jungle, and the lower lanes while standing on the platform near them. On Sorona, he can stay on the ledge of the jungle, hover down -> SD, and hover back up the ledge to poke that turret. Hiding in the middle of Sorona and/or Ribbit IV lets him clear the lanes or even surprise enemies with the SD radius. On AI 404, the gravity makes it very easy for Clunk to dive bomb enemies or the turret, whilst still enabling his hover to fly him back to safety soon after. Lastly, Solar Drills can be SD'ed from above. Much like Lonestar in this respect, Clunk becomes a hard to defend against Drill chipping.

  • Pre-load your best shot - Clunk's auto attack using firing strings of increased power when you buy the Barrage, Juggernaut, and/or Salvo upgrades. You'll always want to enter a battle using the strongest missile first. Simply by firing his weaker missiles first ensures this. In the case of only having Big Pete, you will have to fire the 3 weak rounds, and save his Juggernaut. If you have Juggernaut and Salvo Pack, *always* make sure you open with the 4th hit, as it's a whopping 52 damage dual missile barrage. Great way to end a Bite/SD combo, and few 'Nauts can feasibly survive all three burst hits.

  • BITE creeps, rather than shoot - Get the benefit of the Bite self heals alongside the HP granted from dead creeps. This trick only becomes more useful/better if/when Clunk upgrades his Bite damage too!

Voltar -
  • Repulsion works *every OTHER* second - The Knockback on Voltar is *much* more useful if you realize this. He doesn't always knock back enemies. It has an internal cooldown of two seconds. You'll know you're firing a knockback wave when it fires a larger Green Ball. If you autofire the Wave, it appears as tho it's every other heal. It's situationally useful still, but if you practice using the non-Knockback Waves on Allies, and tagging enemies specifically when you have a Repulsion wave stored, you can control fights a decent bit. The ICD can line up quite nicely to the tune of your solar increase ticks.

  • Quick Cancel a Jump Pad Bounce with Hover - (brought up by catgame21234) Voltar (and most non-standard jumpers for that matter) can fake-out a jump pad bounce by hitting it, and immediately activating his hover mechanic. Might help ward off chasers this way.

  • Teleport while hovering - Voltar can hover in air AND still charge up teleport. Fairly useful trick when either bouncing off jump pads or platforms at high elevations.

Yuri -
  • Hover/Flight tricks - Yuri's Flight Mechanism is enabled either manually with the jump button, or by holding down the Laser button. By mixing up his flight on/off toggle with Jump, and firing his lasers off, you can make it hard to discern whether Yuri will freefall after the laser is off. Also, Laser being spammed resists Yuri freefalls from the various explosions, specials, and melee attacks that can knock him down. Don't just leave the flight mode on all the time, learn to turn it on and off. Learn to also choose to free fall, but hover via Laser, as most won't expect you to *choose* to free fall with the Monkey.

  • Turret Poking safely with Lasers - Some maps make it easy for Yuri to poke a turret with his laser. This is aided signficiantly with "Giant Monacle" but isn't necessary. On Sorona, Yuri can float just below the platforms of the top lane and safely cover the ground with laser, as well as tag the turret without taking damage. Most maps have enough height for yuri to aim at ~145 or 175 degree arcs, which for the turrets makes it very hard to aim up and hit the monkey.

  • Mine Trolling - For lack of a better term, Mines can troll enemies quite effectively, even if they don't wind up walking into them. Namely, if you place mines across a Bounce Pad trajectory, you're effectively keeping them from using those escape routes. If you place mines on Health Spawn locations, then they either can't grab the health, or must eat the mine alongside the health. You can also stack mines directly on top one another, which effectively makes them deceptively deadlier than they appear. Lastly, if you *hate* how Frogs can safely detonate mines... place them against a wall, Turret, or the Drill Core. Frogs trying to Dash onto walls/floors lose their invincibility early, and *will* eat mine damage.

Coco -

  • Surfboard Slide:
    Tiny trick, but the lack of friction on the surfboard can kill you, or save you. Use momentum to gather solar as you teleport back to base. Stop further away than other characters before an enemy turret or you'll slide past your bots and get shot. (Thanks NerfPyroPlz)

  • Reveal Leon:
    Against Leon, your Blaze ability can reveal him. Use this to prepare yourself, most Leon players will not attack Coco when she's learned he's there. (Thanks NerfPyroPlz) The skill is on a low cooldown, and between the ability and a "Heavenly Fire" upgraded Ball Lightning, your Blaze particles will keep many Leons at bay for risk of the debuff revealing themselves. (Confirmed by Blazier) "Flashing Lights" Ball Lightning can leave the "Blind" debuff icon over Leon's head, regardless of stealth. Both Blaze DoT and Flash Blind debuffs last 2 seconds.

  • Blaze hurts turrets:
    While hard to do normally, Heavenly Fire makes the turrets take Blaze damage, meaning you can add up to a 35 damage supplement to your normal DPS if you fire the Ball Lightning at things behind the turret. (Thanks NerfPyroPlz) Taking advantage of "Conducting Gel" will let the Blaze/BL reach much farther, which you can use to tag turrets in other lanes, or even layers. Will cause the enemy to get many "false positive" warnings of turrets under attack, which may cause them to defend lanes that are merely being scratched!


Derpl -

  • Tiger-Knee Traps: Don't simply lay traps at ground level, jump in the air slightly to increase their effective range. You can jump a tad higher than a droid's height to also ensure you're not trapping the expendible bots, all while still making it nigh impossible to dodge under them for just about every 'Naut.

  • Block a Turret lane with Trap + Siege: Can temporarily deny a fallen turret lane outright by placing a Trap where the turret fell, above Derpl's head, then going Siege mode right below. They can't jump you knowing they'll eat a trap and die, now can they? Ideally you do this if there isn't a way around the turret path your blocking BTW.

  • Safer Nuke Pokes by Sieging Mid-Air: Siege mode can be activated while in the air. Best to activate when hitting a bounce pad, as you greatly increase the height and time for you to Siege Up, then fire the Nuke. (Added mobility in an otherwise immobile form helps too!) Even if you aren't speccing into Turret/Nuke Damage, it can still be useful to poke or scare enemies.

  • Push: Derpl can push any other naut. (Yes, even Clunk!) Learn to body-block with your massive body and push enemies back into turrets or into your allies. Push enemies into snares, Yuri's mines, or other hazards that come up. Furthemore, if you cover an area with two or three snares, your body-blocking can help deny even the slightest gaps in a Trap array, allowing you to eventually push Traps forward bit by bit, playing more aggressively. (Suggestions by dragontamer and Sam!) Another fun fact, you can push the otherwise immobile Weedlings. If you can't kill them outright you can at least push them to areas not ideal for Gnaw.

Gnaw:


  • Reveal Leon: Acid Spit reveals Leon for 10 seconds. (Currently makes him quite the hard counter to Cloaker Leons) Bite reveals leon for 5 seconds. Keep an eye on poison damage floating around, if you see poison running around by itself, its probably a Leon who stepped in your spit. So keep biting at it! (Thanks dragontamer) Also note: The "Dental Braces" upgrade shortens the Bite DoT down to 2.5s. If you *need* to keep tracking/scaring a Cloaker Leon, you may want to hold back on using the upgrade, even if it is quite potent.

  • Taking advantage of Damage over Time (DoT): DoT does not stack. You can deal out the most damage with DoT by attacking only when your DoT has run out. Take one bite of the opponent, then run outside of his range. Only attack when things are severely inside of your favor. Against Skolldir for example, attack after the 3rd punch has been used, and run away before the 3rd punch comes back. Don't go on the offensive against most characters, wait until dangerous skills have been used up, and use safe bites to punish them. Don't attack Clunk till explode has been used. Don't attack Lonestar till he wastes Trinamite. Don't attack Froggy until you're sure he doesn't have a dash. And when you attack, keep a count of how long their cooldown is, and run away before their skills come back. Clunk's bite is 4.5 seconds, Lonestar's Trinamite is 5 seconds, Froggy G's dash is between 5 and 7 seconds. (Thanks dragontamer)

  • Teleport Denial (:twisted:) - Gnaw can be notoriously annoying with this. A spit DoT takes a long 10s to complete, forcing you to run back to base if you can't find health, and your health is low. Bites normally have a 5s duration, which is also a significant time to prevent one from teleporting. (Note: Again, this is shortened to 2.5s with "Dental Braces" so if you're unable to consistently kill thanks to this upgrade. Make sure you're killing things with Braces, otherwise you lose the option to troll. :lol)

  • Plant Trolling - Gnaw can also use plants as a denial/zoning tool akin to Yuri, albeit with less lethal consequences usually. Hiding at least two plants in the hidden areas of the top and bottom lanes of Ribbit IV makes taking the jump pad hurtful, as well as give them easy access to tear up droids automatically. (Also applies for Sorona's hiding spot. Use the Worm to clear out bottom lane easily, of course.) Tossing single plants by Turrets can also send false alarms to the enemy, prompting them to chase/defend a turret not being hit hard at all. Placing plants on Jump Pad areas can make hitting the jump pads annoying too, as they can block access. Place the plants beside a jump pad and while not as fatal as Mines, it can make it more cumbersome or even painful to use the pads. Lastly, one or more plants in the jungle areas denies almost *everyone* access to a health recovery resource. It's suggested as a courtesy to let allies know this, and even then possibly put them on the enemy side of the jungle... Besides, plants are more useful in other places. ;p


Raelynn-

  • Double Double Shot:
    Very simple trick really... As you may know, the HC-Bomb doubles the damage of the next Blaster shot. The double damage proc does not have a reset time frame... so you can, in essence, fire the Rift, run around for a bit doing anything not necessitating a Blaster shot... and when Rift is available again, Fire the Double Shot, Rift, and still have the second shot also be a Double Shot.

  • Sniping Off-Screen or Invisible 'Nauts:
    If someone is off screen, you can "find" them by scanning your laser. If the laser turns green, then a `naut is there. Fire immediately. Learn to use the minimap + green laser to hit off screen targets. If no targets are around, you can wait a while. The "prefire" time is massive. Use your laser to show where invisible Leons are. Scan by doing 360s on your controller or moving the mouse everywhere. If you see a crosshairs above an invisible target... that is your invisible Leon. Smack him good, and teach him a lesson for trying to stalk you. Just know, Leon is going to tongue you immediately, so make it a hard shot for Leon. Use jump pads, and snipe while you're moving. That typically lets you hit Leon, Because Leon doesn't want to be the one wasting his tongue or invisibility. (Excerpt taken from dragontamer.)

  • Fire Snipe sooner:
    You don't have to wait for the Snipe to fire on it's own. If you see your laser turn green (signifying a lock-on) press attack or Snipe again to immediately fire the round off. Not a major trick by any means, but folks think the snipe requires a full charge... but it does not.

Skolldir-


  • The Terribly Overweight Space Viking defies gravity:
    Skolldir falls down faster than any other Naut. It completely defies gravity, but you can use it to your advantage. After Skolldir completes a double jump, he'll shortly plummet to the ground *very* quickly. It's a useful jiving technique since most Nauts that followed you high up *will NOT* be able to follow you back down.
  • The Florid Potency of Perfumed Flowers:
    Perfumed Flowers is now a leech-like skill that can be added to Skolldir's Third Punch. Unlike other leech skills, you DO NOT require consistent contact with enemy targets to benefit. Your third hit must strike, but between Third Hits, you can feel free to juke/jive. Avoiding damage input makes this self-heal as potent, if not moreso, than Leech builds when it comes to One-On-One combat. You can also resort to simply poking things around just to heal up and avoid running to the Jungle or simply retreating.

  • Overkill Creeps when using Perfumed Flowers:
    Creeps are useful to heal up... but they become even moreso when Skolldir can obtain an additional +20 per creep when using Perfumed Flowers. He can fill up faster than a base damage Clunk bite thanks to his much quicker combo hits. Just throw the first two punches in the air, and make sure you land that third punch on the creep for maximum benefit.

  • Quake Dive Bombing:
    The Quake drop is the only skill in game that causes a character to rapidly descend. Sorona and AI 404's center are great places to get up high, and immediately Quake to the ground as a means of evasion. You can also use it to an extent in Ribbit IV, but there isn't as much air space to dance around prior to a Quake evasion. Alternatively, you can use Quake to dive bomb an unsuspecting enemy who isn't eyeing his mini-map and Throw him into harms way. (*GREAT* way to get kills when paired with an 80 damage Power/Gnome Throw. 130 Potenially!)
  • Skoll has *huge* reach:
    Skolldir's reach is something else... after all, his arms are pretty much the length of his entire body. Skolldir's reach extends well into a Turret. Runners will be *raging* if you jump up to their Turret and throw them back into danger. In some maps, you can even throw folks that are *ABOVE* you, provided the floor is thing enough. (Ex: Ribbit IV's platforms.)

  • Gnome Chucking on Turrets and Drill Core:
    While not ideal... Chucking 2/2 Gnomes at a turret, or planting them above the Drill Core yields 25 damage. It's a small bit of damage, and takes a while to dent these with it... but it does allow Skolldir to scare folks with "Turret Under Attack" alarms, or even to get them to try and body block their structures.

  • Firing quake without descending to the ground:
    Odd trick that might be useful... If Skolldir bounces off a jump pad, and fires quake, the Quake tremors will fall downwards... but he *WILL NOT*. Could be useful to hit targets from above without you risking yourself by heading down there to engage them.

  • Quake Flows Downwards across platforms of various heights:
    Quake *always* flows for it's intended length as long as there isn't a wall to block it. If you throw quake on a platform, it will "spill over" to platforms beneath it, rather than stop flowing altogether. You can use this to deny areas Vertically as well as Horizontally as a result. Also good in tricking people into thinking they're safe from a Quake when you actually fired it well above their heads. (thanks Nerodon) Again, it will flow down platforms, but can't climb up. (Not to say that wouldn't be a major buff to it.)

Vinnie and Spike-


  • Spike Dive =/= Splash Dash:
    A very important thing to note is that Dive works somewhat similar to Dash... but is in many ways different. For one, NO SHIELD. Second, Damage *only* occurs at the end. (And Beginning with Dead Seahorse.) It's a lot less defensive than Froggy's version, with more power to it's punch normally.

  • Spike Dive works when Snared:
    You might not be able to move... but as long as you're not silenced... Spike can live up to his name and fire Spikes. Enemies might think you're vulnerable because of a Trap or Snare Bite, but you can show them... BOOM Spikes -> Smokescreen -> Spikes, let's see them fall for your counter again. :twisted:


  • Pre-Load a Yakoiza Shot before engaging combat: Yakoiza boosts the damage of your next Bubble Gun fired after a Dive or Smokescreen. If you aren't near enemies, and don't think you'll engage them immediately, burn one of your skills to save up a Yakoiza charge. There's no reset to it, so you can safely do this after porting back to base so that when you do enter the battlefield again, you've got a bit more damage stored up.

  • Antique Machinegun lets you damage through Walls, Turrets, etc:
    Possibly a bit cheesy... but the Antique Machinegun for Spike dive has more range than even a Clunk SD... this means the same tricks he does hitting under the floor an enemy is stepping on, stuck beside a turret, or even the roof of the Drill core... they can all be done with Vinnie using this Upgrade. What's odd though is that without said upgrade, the graphics make it *appear* as though they should.

  • Smokescreen shuts down Droids, automatically reveals Leon:
    Something one should've noted from other 'Nauts that can Blind... but this is potentially more potent... the innate Blind effect of Smokescreen *completely* disables droid functionality. If you have a group of droids you simply can't damage directly or need to reposition yourself to engage safely... you can at least stall them by jumping near them and dropping the Smokescreen. They will be stuck inside the Smokescreen for however long the cloud lasts. Also, if Leon even steps near this, the Debuffs will reveal his location.

  • Feed off Creeps WITHOUT KILLING THEM:
    The new Rubber Mask allows Vinnie to obtain 2 solar per second for every target under the Smokescreen. It also has synergy with Solar Krab Burgers, so each tick also grants HP per second. Tossing Smokescreens on Creeps, therefore, proves a good way to get a bit of extra money, as well as heal up a good chunk of health. Depending on zone, you can farm enough solar/health that you can even leave the creeps alive so allies can feed off them later!
Turret Under Attack

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Last edited by CodeXCDM on Sat Sep 07, 2013 4:23 pm, edited 50 times in total.

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 Post subject: Re: Character Tricks you should know.
 Post Posted: Wed Oct 17, 2012 6:52 pm 
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Some great tips here. If I think of any I'll add, but my main is Lonestar and you've pretty well covered every little tip I can think of for him!

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 Post subject: Re: Character Tricks you should know.
 Post Posted: Wed Oct 17, 2012 8:40 pm 
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Great post. I would like to add three things:

Deployment Pads are a very nice upgrade to have, when playing Derpl.

In some parts of the maps, it's highly beneficial to fight the enemy from higher positions - especially with Nauts like Lonestar, Derpl or Yuri.

When playing Yuri, be sure to dominate the vertical space above the drills - on defense and offense alike.


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 Post subject: Re: Character Tricks you should know.
 Post Posted: Wed Oct 17, 2012 10:25 pm 
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CoCo:

  • Watch the footsies:
    If you want to hit with Ball Lightning, more important than the speed upgrade is knowing when to cast the Ball. In this game, every player dances on the line of safe/unsafe, and Coco's job is to hit them when they've overextended. Do this by watching their movement pattern, and predicting their movement towards you. When fighting lonestar, he'll ALWAYS move forward with dynamite, making a perfect chance to catch him.
  • Use the forced momentum:
    Ball Lightning causes forced movement. Use this to push enemy bots away when attacking a turret, or towards you when you want to kill them for solar. Use this forced movement to pull enemy 'Nauts out from safe spaces for teammates to combo with, like Leon or Skolldir.
  • Reveal Leon:
    Against Leon, your Blaze ability can reveal him. Use this to prepare yourself, most Leon players will not attack Coco when she's learned he's there.
  • Surfboard Slide:
    Tiny trick, but the lack of friction on the surfboard can kill you, or save you. Use momentum to gather solar as you teleport back to base. Stop further away than other characters before an enemy turret or you'll slide past your bots and get shot.
  • Blaze hurts turrets:
    While hard to do normally, Heavenly Fire makes the turrets take Blaze damage, meaning you can add up to a 35 damage supplement to your normal DPS if you fire the Ball Lightning at things behind the turret.
  • Watch the Minimap and PRACTICE:
    Coco has the AMAZING ability to kill foes that are not even on her screen. If you see an enemy past his turret in Ribbit bottom lane, AI second turret bottom, or Worm first turret top, Coco can actually hit them without seeing them. Many a kill have come from shooting downwards past the turret on AI towards retreating players. When you see an enemy on Minimap, don't be afraid to attempt to hit him. Most players do NOT pay attention to Ball Lightning until they see Coco.


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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 1:19 am 
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There are few more satisfying ways to get a kill in Awesomenauts than killing somebody you can't even see on your screen with a LB.

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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 2:08 am 
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Dollop of Mayo wrote:
There are few more satisfying ways to get a kill in Awesomenauts than killing somebody you can't even see on your screen with a LB.


I definetly agree with you. :lol:
Sometimes you just shot the ball to the lower/upper lane, where you see some enemy dots and poke! :mrgreen: Or when you shot randomly to some area (normally from a mistaken aiming) and you kill a hidden Leon :lol:

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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 4:21 am 
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I wonder if damaging the drills with AOE damage from above is an intended feature. I've done it a couple of times and I have to say I felt dirty for doing it.


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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 5:25 am 
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It might be worth noting that using Hyper Bull to get in the way of a Derpl Nuke can really ruin his day during pushing wars, as soon as he fires his nuke, throw out your Hyper Bull and it should run right into it. This is especially useful since Hyper Bull has a much shorter cooldown than Derpl's Nuke.

Hyper bull can also be useful for clearing pesky Yuri mines, a with upgraded health should be able to clear at least two mines, combine this with the exploding bull upgrade and you might also be able to chip the turret down. This is great because clearing those mines will mean that Yuri has to replace them, putting him in a potentially unsafe place.

Here's a general tip that a lot of you should know, but some might not. You can tell if an enemy is hiding in the bushes because leaves will fall from the bush if it is hiding an enemy 'naut. Don't forget to listen out for beeps too when near a bush, if you can hear beeping but can't see mines, chances are that bush is a trap.


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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 6:23 am 
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Added a few items, some of which TheBigCheese and NerfPyroPlz pointed out. Thanks!

BTW, can anyone confirm whether the Blind Debuff Icon also stays present on Leon, regardless of stealth? If so, "Flashing Lights" Ball Lightning and "Dark Matter Flashbang" Dynamite prove useful against Leon in that regard. He might be stealthed, but you'll spot him while he's blinded and trying to run away. XD

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Ronma I... | How do you defuse dynamite? | Tricks YOU *should* know | Mirg | Derpstar FTW


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 Post subject: Re: Character Tricks you should know.
 Post Posted: Thu Oct 18, 2012 6:52 am 
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CodeXCDM wrote:
Added a few items, some of which TheBigCheese and NerfPyroPlz pointed out. Thanks!

BTW, can anyone confirm whether the Blind Debuff Icon also stays present on Leon, regardless of stealth? If so, "Flashing Lights" Ball Lightning and "Dark Matter Flashbang" Dynamite prove useful against Leon in that regard. He might be stealthed, but you'll spot him while he's blinded and trying to run away. XD


Yes. It's visible just like all status effects and damage you deal to cloaked Leons.


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