Difference between revisions of "Strategies"

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*'''Corpse Factory''': bunnies can place two laser walls next to each other to make a "corpse factory".  These can be hidden behind rocks, or even behind the [[Feed Box]] itself if it is far enough from Robosaru.  Some bunnies are even bold enough to ask for laser walls so that robo will finance his own corpse factory!
 
*'''Corpse Factory''': bunnies can place two laser walls next to each other to make a "corpse factory".  These can be hidden behind rocks, or even behind the [[Feed Box]] itself if it is far enough from Robosaru.  Some bunnies are even bold enough to ask for laser walls so that robo will finance his own corpse factory!
  
*'''Loading rockets''': Due to the fact that rockets can be purchased at 50c but auto-pay can be turned up to 100c, it is possible to use rockets to slowly bleed an inattentive robo player if full auto-pay is on.
+
*'''Loading rockets''': Due to the fact that rockets can be purchased at 50¢ but auto-pay can be turned up to 100¢, it is possible to use rockets to slowly bleed an inattentive robo player if full auto-pay is on by bunnies purchasing rockets.
  
 
*'''Stashing''': If robo is not looking, bunnies can take items meant to go into the feed box and simply place them out of view.  Hidden items are in effect lost ¢ undertaken by the robo player that purchased them.
 
*'''Stashing''': If robo is not looking, bunnies can take items meant to go into the feed box and simply place them out of view.  Hidden items are in effect lost ¢ undertaken by the robo player that purchased them.

Revision as of 17:06, 6 February 2015

Robosaru Strategies

Weapon Use

  • Avoiding Corpse Creation: Detonating Bunny-worn Collars leaves a corpse. Thus it should be only done when the Bunny needs to die with urgency, or the bunny is in cover preventing the Robo from landing hits with the Primary Cannon.
  • Item Destruction: Shooting the Primary Cannon or Missiles near items, placed or dropped, can risk destroying them. Sometimes Collar Remote Detonation or using the Flamethrower is better in these circumstances.
  • Eliminate Campers: The rotation indicator on Robosaru's HUD has a red notch on it. Pointing the turret all the way down and burning along the red notch scorches the door area, guaranteeing that no bunnies remain alive there.
  • Eliminate Climbers: Bunnies that manage to climb onto Robosaru can be cleansed using the Flamethrower, which kills any Bunnies within a large radius of the nozzle due to the heat.
  • Let Collared Bunnies Live: Especially at times when there is no dropship, letting collared bunnies live if they are far away is a much better strategy than simply killing them because you know where they are. Insofar as you know where a bunny is: you are safe from them.


Psychological

  • Distraction: Bunny players tend to be more subversive when they have nothing to do. Placing money for them to grab or getting them to dance or race are ways to keep them occupied until the dropship arrives.
  • Coercion: depending on the situation, bunnies can be forced to load in more items for little or no auto-pay. Consider their funds / ability / desire to crash your ship. If a combination of those factors is low, the bunnies can be more easily coerced.
  • Honey Pot: Especially in the beginning of the match, when the game is most chaotic, dropping money in an open area can draw the bunnies out to grab it. If robo is able to consolidate the bunnies in a particular location, it can make it safe enough to buy a dropship and consolidate control further.
  • Playing Along: sometimes bunnies will try to get robo to play to their rules. Playing along for a short time is often helpful before dispatching said bunny. For example:
Robo: Don't use that feed box.
Bunny: but it's closer I am just going to put x thing in.
Robo: OK fine.
Immediately after bunny deposits, Robo dispatches bunny before they can collect the auto pay.
  • Fake Out: as robo it is sometimes best to let a player believe that you don't see them until they are out in the open and away from valuables before doing away with them.
  • Strict Corpse Policy: Typically a bunny carrying a corpse is a big no-no except when under direct orders to carry them, but bunny players often will claim they were "moving the corpse away" or "picked it up by mistake" or otherwise give a reason to carry them. Letting such a bunny live could signal that you can be pushed/manipulated but also that you can be worked with. Killing such a bunny instantly will signal that there will be no tolerance of misbehavior.
  • Benevolent Iron Fist: Going full-on iron fist (or a spawn-killer as an extreme) as a robo often leads to extremely subversive and disobedient bunnies that will automatically team up to subvert you. Being too benevolent can lead to being easily subverted and possibly even ending your reign with less money than you started with. Therefore many players adopt a mixed strategy where they try to strike a balance in order to consolidate and extend their reign as long as possible. Dez, for example, is known for rewarding OBEYing and snitching players well.
  • Keep 'em Busy: If the round is ending or you simply want to buy time, it is often a good idea to have bunnies do things with cheap items. As stated above, bored bunnies tend to be subversive, so having them build elaborate laser walls or load cheap items can be better than having them waiting (and likely notice that they are running out of time).


Long View

  • Battery Flood: Batteries are arguably the most powerful item in OBEY. Only buying batteries will force bunnies to load them in (being attentive to experienced bunnies who will often try to hide them instead of load them). Assuming robo is able to force bunnies to load enough batteries into the box, robo can then destroy all collars in the map and then spawn kill all opponents. If the opponents are not foresighted enough they will destroy the dropship without buying collars, locking them into an impossible situation where robo has enough batteries to last several minutes, and bunnies lack collars to bypass sentries. Robo can seal a game against bunnies this way.

Bunny Strategies

Item Use

  • Laser Wall Efficiency: If you wish to place Laser Walls efficiently, they should be arranged 6 squares apart. This is the width of 2 concrete-terrain tiles. Remember that efficiently-placed Laser Fences, although cheaper for the Robo, will create larger defensive holes when a single pole is destroyed.
  • Mine Use: Mines can be used to destroy Laser Walls. Make sure Robo does not see you carrying these or placing them near his items, as Mines will destroy them too. A common strategy is to buy a mine and place it in the pile of items recently purchased by robo. Another bunny will approach to begin loading items and will explode themselves along with the valuables.
  • Propping: when items are placed in the same location, the most recently placed item will jump to the top of the stack. Bunnies will also stack on top of items and terrain, so you can raise fellow Bunnies by placing items underneath them. This can be used to climb over laser walls, and climb onto Robosaru.
  • Staircase: to overcome obstacles such as Laser Walls, or even to mount Robosaru. Uranium and Fuel cannot be climbed onto from the ground, but a dropped Collar or Sign utilized as a step will allow a Bunny to mount them.
  • Corpse Factory: bunnies can place two laser walls next to each other to make a "corpse factory". These can be hidden behind rocks, or even behind the Feed Box itself if it is far enough from Robosaru. Some bunnies are even bold enough to ask for laser walls so that robo will finance his own corpse factory!
  • Loading rockets: Due to the fact that rockets can be purchased at 50¢ but auto-pay can be turned up to 100¢, it is possible to use rockets to slowly bleed an inattentive robo player if full auto-pay is on by bunnies purchasing rockets.
  • Stashing: If robo is not looking, bunnies can take items meant to go into the feed box and simply place them out of view. Hidden items are in effect lost ¢ undertaken by the robo player that purchased them.

Collar Use

  • The Feed Box removes from play any item that is placed in it. This can be used to dispose of your Collar without evidence, unless the player in Robosaru is aware of how many Collars are in existence and deduces that this strategy has been used due to the absence of one.
  • Always wear a collar while you aren't planning on disOBEYing. The collar gives you a severely increased income while held or worn, and that money can be used to keep up with the Robosaru player, or to be later used to crash the Dropship.
  • If you have been sent to the Dropship, and you are aware that there are no Collars on the map, purchasing the collar in the Dropship will give you an advantage over all other players who do not own one. A collar will earn back its worth within 20 seconds of wearing one in the field.
  • A dropped collar gives the Robo player an indication of which direction you have traveled. Consider where you place your collar, and where it will cause the Robo to look.
  • It is extremely unwise for Robosaru to detonate your collar if you are near (especially behind) the Feed Box. Use this to your advantage.

Psychological

Note that these techniques will vary in effectiveness depending on the player they are being used on.

  • Look over there!: A golden rule to play by is to trick Robosaru into "looking where you are not". You will have a far easier time approaching Robosaru undetected.
  • Dropship Theft: Some players will ask 'buy a dropship so we can load stuff' if it is actually a good time for the robo player to buy one, but also if they are standing right next to the door for a quick subversion once it's purchased
  • Building Trust: Some players will be very helpful to the robo player, building trust over time enough to get close before attempting subversion. This strategy is viable because the player doing this will have a collar on more time, be in the dropship less, and gather more auto-pay than other players (all forms of earning more money).
  • BS Strategy: Some players will talk excessively to keep the robot from concentrating on bunny positions and activities. This sometimes works, but other times can cause the robot player to retaliate against the distracting player.
  • Impersonation: This is a strategy generally used by experienced players where they will answer for other players and/or pretend to be other players in order to make the robot player think that they have the most dangerous opponents under control when in fact they do not.
  • Compulsive Lying: Constant lying to the robot can sometimes coincidentally cause impersonation and/or other 'impossible' situations for the robot to cause them to lose control.
    • A compulsive liar, once called wolf thrice, can then use reverse psychology to abuse the Robo's "trust" in their lying. They can then tell the truth about things that they wouldn't want the Robosaru to know, for instance, their location if they are attempting a subversion, causing the Robo to do the opposite of what they tell them.
  • Panic Strategy: Tricking Robo into thinking you are close can cause him to panic and use his sentry ammo, so he will be empty when you decide to make your approach. This will work with other weapons like Flamethrower and Missile Ammo, but coercing usage of Sentry Ammo is by far the most reliable.
  • Spotlight Pattern: When attempting a subversion, ensure that you are familiar with Robo's "search sweeps". Most players will have a pattern for where they look, and how frequently they view each area. Some players will check over large areas, giving time between sweeps, while others will check rapidly over small areas, giving blind spots.
  • Living Distraction: Sometimes you may need to intentionally disOBEY (and verbally declare reasons, especially to draw out the questioning process) within view of Robosaru, to give a fellow Bunny time to disOBEY or subvert.