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“ | A scout robot with a wide spectrum of possible maneuvers
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- — in-game description
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31 | Hover
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Purchase Information | |||||
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In-Game Cost | Real Value | Exp Level | |||
4,000 | $40 | 11 | |||
Robot Information | |||||
Class | Ability | Faction | |||
Medium |
Glide |
SpaceTech | |||
Base Statistics | |||||
Level |
Durability |
Speed | |||
1 | 97,000 | 50 kph | |||
Armaments | Standard Paint Jobs | ||||
Hardpoints | 1x Light + 2x Medium | ||||
Default Weapons | 1x Molot + 2x Molot T | ||||
Module Slots | Legendary Paint Jobs | ||||
Active | Yes | N/A | |||
Passive | 3 | ||||
Other | Legendary Pilots | ||||
Tier | II | N/A | |||
Wiki Class | Medium | ||||
Potential Role | Attacker |
Introduction[]
The Hover is a medium robot with 2 medium and 1 light hardpoint.
Ability[]
Hover's ability is called Glide, which when activated the robot jumps in the air in a fashion similar to a Griffin, however it is about 1.5 times the height of the Griffin's, but with a slower descent (a "static" Hover jump lasts about 6.5 seconds vs 4.5 seconds for a Griffin). Keeping the jump button pressed increases the altitude of the jump, making the robot fly higher as the button is held down longer. It also allows sustained static or horizontal flight for as long as the "fuel" lasts. However, all maps currently have an invisible "roof" that impedes the Hover's maximum height. In Dead City, for instance, the "roof" corresponds to the height of the tallest buildings.
After landing the Hover has a 7 second cool down before the ability can be used again, no matter the amount of "fuel" left.
When falling down from a ledge the jets are activated and the glide ability can be used without engaging the initial jump, which is useful to reduce exposure while still benefiting from the glide possibilities. However, since the initial jump lifts you to considerable height without costing fuel, the distances traveled with the "jumpless" glide are shorter.
Strategy[]
The Hover's Glide ability allows it to control the flight trajectory unlike other robots that can jump. Gliding too high can result in exposure to enemy fire, while gliding too low can result in hitting structures and obstacles that could trap the Hover or be extremely difficult to escape. It is suitable for a variety of different roles, primarily beacon capping, flanking and ambushing.
For obvious reasons, the Hover makes an excellent beacon capper. The ability to move at unparalleled speeds across the map make it a great beacon grabber. However, while performing this role, a commander should be weary to keep the Hover at a low altitude, as going above the skyline on the map will result in exposing the Hover to most of the enemies and thus make it a magnet for unwanted enemy attention. Anything that enhances the speed or defence of the Hover are great things to have with it while performing this role.
For the same reasons, the Hover is also a great flanker. It can soar across the map in mere seconds and ambush the enemies from behind in the first minute of the match if commanded correctly, but there are a plethora of different criteria to meet while using the Hover in this role. Firstly, attacking enemies without any allies near is always a bad idea. The Hover doesn't have exceptional survivability nor firepower, and is unlikely to win a 1v1 brawl scenario without its ability at the ready. However, the 7-second cooldown of its ability make it a sitting duck after it uses its ability to strafe enemy attacks. The Hover should also try to stay off the radar as much as possible. Hugging the edges of the map simply to stay out of enemy FoV isn't a bad idea, as the inefficiency of the route is made up for by the Hover's exceptional speed. Finally, weapons with a moderate unload and reload suit this playstyle, as the Hover needs to deal prolonged DPS but also be able to reload its weapons reasonably quick if it doesn't destroy its enemy within the first clip.
As an ambusher, the Hover can use its ability to jump out behind cover and rain projectiles onto its enemies from above. While performing this role, try to stay on top of the enemy in the air-this will throw off their targeting and save some of the Hover's non-exceptionable health pool from being wasted. As expected from this role, burst-damage weapons are great, as the Hover's ability allows it to make a controlled descent back into cover after it finishes its ambush on the enemy.
Some general things to note despite playstyle include the fact that in sustained horizontal flight the Hover's speed is exceptionally fast, topping off at a rough estimate of 150km/h. Flight can be sustained for 13-15 seconds depending on take off and landing points. For instance, a Hover starting from near the ledge near beacon B in Springfield can land on beacon D in less than 15 seconds. As reference, the distance a Hover can fly over level ground is almost exactly the full length of the Shenzhen central square (from beacon A to C). To obtain fast horizontal flight the pilot must activate glide while moving in the desired direction then use the jets in short pulses about one second apart to maintain constant altitude. The glide capability also allows the Hover to move between different vertical planes in ways most enemy pilots will not expect, such as jumping down from the "corridor" in Yamantau, hiding under it, then flying back up in the corridor on the other side to attack again. However, the glide ability is better used sparingly and not as a simple way to "get someplace faster," since one is always trading cover and maneuverability for speed.
However, flight speed can be exchanged for duration quite easily. By tapping the ability button for a split-second multiple times per second, the Hover's fuel charges will deplete at an uncannily slow rate, allowing for sustained flight in one direction for almost indefinite amounts of time. However, the glaring issue with this strategy is that, due to the nature of the ability useage, the Hover is unable to accelerate very quickly and is also incapable of stopping quickly. In addition, changing direction is nigh-impossible due to the momentum the Hover mantains while moving in one direction, so the commander must hold down the ability button in order to make a significant turn.
Unlike with most jumping bots, after first acquiring a Hover it is advisable to open solitary custom games on each map and train. This helps the pilot understand each map from the Hover's flight perspective, find the best firing angles, and landing and take-off points, as well as learning the Hover's unique flight dynamics (how to steer, control altitude, etc.). When using the Hover's ability pilots should be aware of exposure to enemy fire, especially snipers, and have an "escape plan" ready.
Counterplay: The Hover is an extremely hard threat to take down, with almost no weaknesses as a Tier 2 robot. However, using its vulnerability while in the air to your advantage is an effective way to take it down-if you get your team to focus on it, it will have no way of terminating its flight without waiting for it to slowly glide down, allowing your team's combined forces to wither it down or even destroy it.
Threat Measure: Despite its long exposure during its flight, the Hover is lacking in none of the three major aspects of a robot and is therefore a massive threat as a Tier 2 robot. However, it poses only a low-moderate threat in Tier 3 leagues due to the aforementioned weakness.
Possible Setups[]
Some effective setups for the Hover are:
Note: When "Opt." is next to a slot type, it refers to one of the multiple options that can be used in combination with the other weapon(s) slot type(s).
Each slot type is filled with only one particular weapon. For example, if a robot has 3 light all three of those slots are filled with Pinatas, as mixing weapons of the same slot type is not advisable.
Close Range (350m or less)[]
Mid-Range (500-600m)[]
Slot Types → | Medium Slot↓ | Light Slot (Opt. 1)↓ | Light Slot (Opt. 2)↓ | Light Slot (Opt. 3)↓ | |
#Slots→ | x2 | x1 | x1 | x1 | Name ↓ |
Setup 1 → | Flytrap (all options) | ||||
Setup 2 → | Bugzapper (all options) | ||||
Setup 3 → | Tracker | ||||
Setup 4 → | Russian Deathbutton (Opt. 1) | ||||
Setup 5 → | Hornet (Opt. 1) | ||||
Setup 6 → | Mosquito | ||||
Setup 7 → | Homing Rocket Tower |
Long Range (800-1,000m)[]
Overview[]
Common load-outs for the Hover in lower and middle leagues include 2x Orkans and 1x Pinata, 2x Tarans and 1x Magnum, 2x Tulumbases and 1x Pin. or 2x Punisher Ts and 1x Punisher. Dual Scourges with a Spark are effective but require more skill to utilize effectively while using the Hover's ability.
Upgrade Cost[]
Stats[]
ID | 31 | Ability | Faction | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tier | 2 | Glide |
SpaceTech | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wiki Class | Medium | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Availability | Gold | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Gallery[]
Images may have been resized to fit in the page. Click on an image to view actual size.
Update History[]
Version | Changes |
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7.0.0 | Durability increased by 10% |
4.8.0 | Total Upgrade Time: 38 days 2 hours 30 minutes⟶30 days 13 hours |
4.7.0 | Total Upgrade Time: 45 days 17 hours⟶38 days 2 hours 30 minutes |
4.5.0 | Now available for 6,500 gold (can still be produced via Workshop 2.0) |
4.3.0 | Durability increased by 9% Speed increased by 20% |
4.0.0 | Total Upgrade Cost: 74,418,000⟶135,700,000 Total Upgrade Time: 19 days 23 hours 5 minutes⟶45 days 17 hours |
3.8.0 | New skin: Arid (4th Anniversary) |
3.4.0 | Robot was added to the game |
Poll[]
Trivia[]
- The Hover is the first robot with an ability that can be used partially, and not completely (Glide).
- When the jets on Hover activate, every player on the map can hear it.
- This is one of the only 3 bots in the game that have a slower tower rotation speed, the others being the Pursuer and Blitz.
- The Hover is the highest flying robot in the game.