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axanael

how 2 crystal

Jan 24th, 2015
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  1. Table of Contents
  2. -What is Crystas?
  3. -Why do we care about Crystas?
  4. -How do you build a Crystas?
  5. -How do you play a Crystas?
  6. -Matchups
  7.  
  8.  
  9. What is Crystas?
  10.  
  11. Crystas is a medium-long range, high burst damage air type that excels at team fighting and is terrible at directly engaging enemies.
  12.  
  13.  
  14.  
  15. What do we care about on Crystas?
  16.  
  17. The BS is what we care about, notably having two of them and alphastriking is the main source of damage output and damage potential in Crystas.
  18.  
  19.  
  20.  
  21. How do you build a Crystas?
  22.  
  23. Finding a suitable core is probably the most important part of building a Crystas. Key requirements are the Moving Burst cartridge and having a large amount of capacity, as the BSes alone are hefty in cost.
  24.  
  25. A good, easily accessible core is the Geograsis-F Type in shop. It has all the required cartridges and a tremendous amount of capacity. However, it is L sized. Pacifar core will also work for Crystas builds if you are doing a variant that is lower in cost of parts and weapons. Ideal cartridges are Float Dash, Moving Burst, Sniper Sight, and Air Loop. Long Moving Burst is useful but arguably not essential.
  26.  
  27. The main point of Crystas is to have legs that give a 2nd booster slot so you can equip two of the Crystas BSes at once. After that point, other things you put on are merely to supplement the boosters.
  28.  
  29. The Crystas AMs themselves are good for boost-draining. They are not made for increasing damage, but for increasing the amount of time you can stay airborne, as you will not have any core or BS re-ignitions for the most part.
  30.  
  31. Armada AMs can be used to interfere with targets trying to engage you. Though this works for some and sounds solid on paper, in practice, you should be trying to avoid direct engagements at all times, and so these are actually more counter-intuitive that you would think.
  32.  
  33. Tierogue AMJs are pricey and further supplement your boost drain capabilities. Though they have a shorter effective range than the Crystas AMs, due to their non-remote nature, they can still work to get you out of a pickle and are nice to have.
  34.  
  35. Psycho-Formula HD2 can be used to overrange your BSes for the cost of the weaponized HD, but sacrifice consistency (due to increased range), and damage output/overall damage potential (due to the overranging damage penalty and overall damage/ammunition efficiency).
  36.  
  37. Wardus HD2 can be used to give yourself long range, which gives you extra range, and unlike Psycho-Formula HD2, also increases speed and does not reduce your damage output. However, due to the influx of Buff Devastator in the current meta, this seems rather redundant.
  38.  
  39. Once your parts are set, you want to tune 38 FLY, and then as much TEC as possible. 500 or so HP is sufficient as you will generally run out of BS ammo before you die, if you play it correctly.
  40.  
  41.  
  42. How do you play a Crystas?
  43.  
  44. The point of Crystas is to be a sneaky fat air. Get within range of a target, tap both mouse buttons just long enough to fire one burst, and run away immediately. Crystas is not made to challenge enemies directly, so stay at range. If there are melee land units attacking your other allies on the ground, and you are up in the air, you can hold down the mouse buttons to drain boost and provide sustained fire support while remaining safely airborne, but this requires Long Moving Burst. In general, you do not want to be holding down mouse buttons, as you will run out of ammunition very quickly. The key is to stay at range. As long as you are far enough, even artilleries cannot punish you for engaging a regularly bad matchup.
  45.  
  46.  
  47. Matchups: (1-10, 1 for easy matchups, 10 for hard matchups)
  48.  
  49. Melee Lands - 1
  50. Most melee lands cannot reach you if you remain sufficiently high in the air. You will deal massive damage with the BSes at minimum ammunition cost if you only burst for short intervals, just enough to fire off the BSes.
  51.  
  52. Jace - 3
  53. Ice shots are rather annoying to you as the force you to drop, but then again are ridiculously overpowered against anything that moves, so that is not a surprise. Zone him out and constantly harass him with bursts and he should be forced to retreat.
  54.  
  55. Shooter Airs - 4-5
  56. Again, zone them out and you gain easy damage and boost drain without them noticing. Not difficult to win. Do not let them get close.
  57.  
  58. Other Crystas - 4-5
  59. This can sometimes be determined by whoever lands the first shot. For the most part, other Crystas you fight are generally stupid and try to challenge you using sustained damage through longer bursts. Most of these engagements generally end up with both retreating, or one getting shot down by other members of the enemy team.
  60.  
  61. Scram Launcher Artilleries - 6
  62. They can punish you if you get too close with the Scram Launcher.
  63.  
  64. Air Monica/Eve - 7
  65. Do not bother shooting at them. Reason being, they have a tendency to fly in circles, which Crystas BS simply cannot hit. However, they are usually no big threat to you.
  66.  
  67. Stella - 7
  68. Do not let her get close, or charge delay will reduce your consistency in damage output against all enemies. Try to suppress her at range and ideally kill her, as your teammate are generally too incompetent to deal with a Stella.
  69.  
  70. Giganberg Bulk Chainsaw - 7
  71. Zoning them is much more important than other lands, because when you are in their blast radius and you get hit, chances are you will fall and thus suffer more blasts before getting away again. However, this is no contest as long as you are far enough.
  72.  
  73. Natascha - 7
  74. Her range with the large cannon and shield make her much more difficult to actually try to sneak damage on than traditional artillery. However, she serves little threat to you as she is generally sedentary. Stay away and there won't be a problem.
  75.  
  76. Berzelius Girl - 8
  77. If they try to take you face-on, Float Dashing sideways assuming you are at least not in barrel-stuffing range means you can easily avoid most of their projectiles, even if you are using a Geo-F core as long as you have 38 Fly. If they use reignition and catch up to you, you are basically dead unless another teammate stops them. Engage her with teammates (unless they are also Crystas), try to avoid doing it alone.
  78.  
  79. Sledgeheim - 10
  80. If you get caught you can't win. Flat out. Avoid at all costs.
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