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r/walkingwarrobots • … • u/Lexkiller

The Team B side in the skirmish should get at least one legendary pilot (the one that their hangar represents of course) for their hangar and here's why. [Long Skirmish analysis]

Not only would it fit very well because the Team B side robots each represent a pilot and member of Team B (Linda for Shell, Ash for Scorpion, Arnav for Ravana, and Louis for Typhon), but it would also be beneficial as I feel like the Team B side is underpowered due to the combination of the map choice and the opposing hangar. I've played (and enjoyed) this skirmish quite a bit on both sides, I love the concept and how it plays out, but I just feel that Team B is slacking (I die inside whenever I get Linda). **LOTS OF TEXT INCOMING, BUT I WILL HAVE A TL;DR AT THE BOTTOM.**

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Every bot on the opposing hangar outranges the entirety of Team B save for the Typhon, who the Pantheon bots go even with. Combine this with the map being Springfield and you find that if both sides play optimally, Team B is going to lose 9/10 of the time (only possible exception being a miracle play on Beacon Rush). * The only Team B members that can put up a fair fight against the opposing hangar at an optimal level are Louis (Typhon) and maybe Arnav (Ravana) because both have great tools for counterplay and getting in (Shieldbreaker mainly), but Arnav's short range and the enemy's access to escape tools makes things hard regardless. The other two are in a bit worse state, with one just being pitiful.

**Ash (Scorpion)** is powerful and useful in an average game that is riddled with mistakes. People may overestimate the Scorpion because of this, but that's only because the Pantheon bots either waste their tools or never counter it right. If a Pantheon bot reacts to the Scorpion starting the teleport, they can prepare to jump away and use their Absorber shield, to which the Scorpion has zero offensive answer to. If the Phantom sees it, they can just teleport back or run away (Scorpion can snag kills on the Phantoms regardless). Not only that, but the Scorpion can't even one-shot the Nemesis with a full payload. * This is assuming the Scorpion even gets in, which the long-range threats (Pulsar Phantom especially) combined with the lack of effective cover on half of the map (this lack of cover affects attempting to cap a beacon a lot) should prevent easily. While the Scorpion relies on the enemy overcommitting, it can still work wonders in an average match and is very useful because of that. *The real slacker here is Linda (Shell).*

It takes a real dumbo to die to **Linda (Shell)** at any level, even in the average game. The Shell gets absolutely bullied unless the entire enemy team drops in with Phantom first, yet it is the only Team B robot that doesn't get easily shut down by the Pulsar Phantom (which is imo one of the biggest threats in the opposing hangar due to map choice and matchup). This fun fact may make her seem good, and she does perform very well at tanking Phantoms, but if you've ever gotten the Shell against half-decent players, you know how painful it is. It NEEDS teamwork to even become useable, and even then it ends up being a gimmick. * It is comparatively slow and clumsy, has the lowest range of any bot, and can only serve as a glorified meatshield. If a single Pantheon bot (of which each opposing hangar has 3) gets an angle on the Shell, there goes most of, if not all of its health (it doesn't even take that long to kill either). The Shell struggles so hard to even get to 200m, and what does it get when it finally closes the gap? An Absorber shield to the face. You have to catch the enemy slacking hard to even have a chance at winning a fight (either catch a Pantheon bot with its pants down or rely on a Phantom making a big mistake), and the Lock-Down Ammo can get countered by 3/5 of the opposing hangar (5/5 if the Phantoms had their abilities active at the time of being locked down), but even if you win against a Pantheon bot, you will have taken massive damage (enough to let Pulsar Phantom easily finish you off). * The Shell's only upsides are that it ends fights fast if it succeeds at getting in, it can tank Phantoms very well (the Phantoms can just ignore it though), and it is alright at defending/camping (but even if the Shell starts the fight 100m away from a Pantheon bot with both aware of eachother, it will lose if the Pantheon bot has any resources). Other than that, it has to rely on severe cover abuse (of which there is little opportunity for) to even have a chance.

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That is why I believe that at least one of the robots in each Team B hangar should have their respective legendary pilot. Not only does it fit the theme, but Team B really needs any help they can get in this skirmish. * Despite that, I still find the skirmish to be super fun on both sides (only exception is when I get Shell). If anyone else wants to share their opinion either on the skirmish or of this post, feel free, and if you somehow had the patience to read the giant wall of my explanatory text, thank you. *I hope Pix does more skirmishes like these in the future because they are some of the most fun skirmishes I've played.* The concept of each player having 5 of a specific robot is very fun and should be explored more.

**TL;DR: Having at least one respective legendary pilot per Team B hangar would fit theme-wise and make the skirmish more balanced. The big threats are the opposing hangar's severe outranging, the opposing hangar's escape tools, and map choice. Typhon is fine, Ravana is fine but a little worse, Scorpion struggles but still finds use in the average game due to player mistakes, and Shell needs help. Regardless of this balancing (the only imbalance that impacts the fun is Shell being terrible), I find the skirmish to be super fun and I want the concept of each player having 5 of a specific robot to be explored for further skirmishes.**

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