Grinders

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In Vox Machinae, each player pilots a massive Wikipedia:Mecha known as a Grinder, or GDR. The Grinder is a chassis that each pilot's cockpit can swap interchangeably between; hence, each Grinder cockpit is identical. Each GDR has its own set of strengths and weaknesses, and a skilled pilot can usually pilot more than one kind of GDR. Specialists, who pilot only a single type of GDR, are often some of the deadliest pilots in the game. Each GDR typically comes equipped with a different set of weapons, which are modular and can be swapped out.

Catalyst[edit]

The Catalyst is a medium GDR, designed to act mainly in support roles during combat. Because of its weight and somewhat sluggish fuel regeneration it is not as maneuverable as other GDRs. However, it does benefit from a slight boost in cooling. Although the Catalyst does boast heavier armor than most other GDRs, it will seem sluggish and fragile as a front-line combatant. It is a reliable support unit, and is frequently found straddling the edge of the battlefield with either a Skyjacker or Hammer launcher.

The main benefit of piloting a Catalyst lays in its large “fixed” weapon mount, enabling it to equip 8x missiles, Skyjacker or the Hammer missile. Unlike the Dredge's "fixed" mount being on a limb, the Catalyst's “fixed” weapon mount is located on the torso and cannot be destroyed if a limb is removed. Since the Catalyst excels in a combat support role, most players tend to equip a Skyjacker or Hammer paired with a Railgun or in some cases a Large laser.


Tips and Notes:

The Catalyst is not an ideal choice for beginners.

The right arm (the small weapon mount) of the Catalyst carries more armor plating than the more valuable left arm. During combat, it is a good idea to present this arm to the enemy as it will shield the torso and left arm.

The enemy will try to shoot your limbs off, specifically the left arm.

A popular load-out for the Catalyst is: Railgun + Skyjacker + any small weapon


Recommended modules: Thermal Pump, Target Recognition, Coolant Flush, Backup Generator


Gdr Catalyst.png
Catalyst
Weight: Medium
Class: All-rounder
Top Speed: 25.0 m/s
Mounts: 1 XL, 1 Lg, 1 Sm
Special: Improved heat dissipation
Jump Jets
Boost time: 8 s
Refuel: 25 s
Default Loadout
Primary 1: Large Laser (Lg)
Primary 2: 8x Missile Pack (XL)
3x Missile Pack (Sm)
Module 1: n/a
Module 2: n/a

Dredge[edit]

Packing a serious wallop, the Dredge is a highly defensive class capable of sustaining massive damage. Its impressive array of heavy weaponry and high heat capacity makes it an ideal choice for territory control. However, the Dredge is also the slowest and least maneuverable GDR in Vox.
Gdr Dredge.png
Dredge
Weight: Heavy
Class: Defense
Top Speed: 22.2 m/s
Mounts: 1 XL, 1 Lg, 2 Sm
Special: Extremely strong armor plating
Jump Jets
Boost time: 20 s
Refuel: 45 s
Default Loadout
Primary 1: Small Cannon (Sm)
Small Cannon (Sm)
Large Cannon (Lg)
Primary 2: 8x Missile Pack (XL)
Module 1: n/a
Module 2: n/a

Drill[edit]

The Drill is the lightest and most maneuverable GDR. Its tripod legs enable it to traverse terrain quickly, and its improved vertical jet capabilities allow it to access routes other GDRs can't handle. Additionally, the Drill comes equipped with a powerful rapid-fire drill weapon which can cause devastating blows to enemy GDRs unlucky enough to find themselves below it.
Gdr Drill.png
Drill
Weight: Light
Class: Support/Pick
Top Speed: 50.0 m/s
Mounts: 0 XL, 1 Lg, 0 Sm
Special: Increased vertical jet power
Powerful bottom-mounted drill weapon
Jump Jets
Boost time: 4 s
Refuel: 7 s
Default Loadout
Primary 1: Drill (Sp)
Primary 2: Railgun (Lg)
Module 1: n/a
Module 2: n/a

Goldrush[edit]

Cow catcher in front, train whistle horn blast, charging recklessly into enemy GDRs... these are the hallmarks of the Goldrush. Its superior forward armor and powerful front ram make it a particularly troublesome foe. Since it doesn't take damage from smashing into other GDRs, the Goldrush is an ideal close-quarters combatant.

Unlike other GDRs, the Goldrush's weapons cannot be knocked off by severing their supporting arm—it has no arms!

Gdr Goldrush.png
Goldrush
Weight: Mid-Light
Class: Attack
Top Speed: 30.3 m/s
Mounts: 0 XL, 1 Lg, 2 Sm
Special: Very strong forward armor
Does not take damage from ramming
Jump Jets
Boost time: 7 s
Refuel: 26 s
Default Loadout
Primary 1: Minigun (Sm)
Minigun (Sm)
Primary 2: Scattershot (Lg)
Module 1: n/a
Module 2: n/a

Hopper[edit]

The Hopper can often be found soaring above the battlefield, raining hell upon enemy GDRs from the sky. The Hopper has powerful aerial maneuvering capabilities combined with a relatively low profile, and as such can be difficult to slap back down to the ground.
Gdr Hopper.png
Hopper
Weight: Light
Class: Support
Top Speed: 37.4 m/s
Mounts: 0 XL, 0 Lg, 3 Sm
Special: Improved jet refueling
Jump Jets
Boost time: 8 s
Refuel: 14 s
Default Loadout
Primary 1: Small Laser (Sm)
Small Laser (Sm)
Primary 2: 3x Missile Pack (Sm)
Module 1: n/a
Module 2: n/a

Overhaul[edit]

The Overhaul is a medium size GDR, but weird. It has a tremendous amount of armor plating but a very squishy center. Make your Overhaul dance and spin in the air, spreading damage across your armor and shielding your cockpit. Put your shoulder towards your target and shoot over your shoulder to really absorb some damage, then switch shoulders. If you dance and turn your armor plates correctly, you can take a lot of punishment. The ability to wield two XL weapons often gives the Overhaul the edge in raw firepower, but pilots must be careful to position themselves well so as not to get overwhelmed by flanking enemies.

So far, there are only three XL "fixed" weapons: Hammers, Skyjackers and Missiles.

Hammer Overhaul- Two Hammers usually lets you have one hammer at the ready at all times. Never fire both together! You want to keep constant pressure, one hammer after another. Keep distracting from your allies, burn their heat and jets while they counter you, and punish them for any mistakes.

Skyjacker Overhaul- A Skyjacking Overhaul is the king of ambushing light flying mechs. Once the enemy knows a skyjacker is trained on them, they're going to slow to a hover and land. Encourage teammates to force targets to move by setting up rams or throwing hammers. Never stray from your team, even if you think you're safe in the back. Caught alone, you're helpless against anyone moving too slow to detonate your skyjackers.

"Missile Boat"- An Overhaul can bring a lot of missiles to the battlefield, but be aware of the tremendous heat they generate and the tricky firing pattern on the Overhaul. The way these arc, there are a lot of blind spots you have to learn, but they are great for strafing runs, bombing down on the enemy, as well as flanking from behind. Often, you need to aim far down, almost chin to chest in VR, and much lower than your actual target in order to hit something close range.


Hummingbird Drive

While the Overhaul can walk and jet like any other GDR, it also binds the Hummingbird to a weapon input. Pressing this input turns on the drive and causes the GDR to lift up, until it reaches its maximum height and hovers indefinitely. There is no fuel cost.

The Lift: Don't keep your Hummingbird on all the time. Stay on the ground and enable it before you jump. Allow the hover to break gravity and begin your upward ascent with no fuel cost.

The Slide: Although this thing starts slow, it can move surprisingly fast and free of fuel once you get momentum. If you're flying on a trajectory, engage the Hummingbird and allow yourself to slide

The Ramp: Your Hummingbird wants to push you a set height above the ground. If you look for something like a hill, you can jet forward and allow the ascending terrain to continuously push you upwards. This is a great way to launch yourself quickly and efficiently, and easily sets you up for a slide.

Emergency landing: Don't be afraid to fall in this mech. Turning on the Hummingbird protects you from a lot of falling damage. This is useful for quickly ascending and descending to evade fire.


Tips and Notes:

Stay with the group, instead of hiding in the back.

Do not stand there and take hits. You can move like no other GDR. Do it!

Practice the physics of the Hummingbird Drive. You need to be able to dance and spin in a firefight, all while firing.

Do not keep your Hummingbird on all the time. You need the lift from the ground that turning it on gives you to make quick escapes.

You have no arms that can be shot off and a one-legged Overhual is extremely hard to destroy once it starts moving and spinning.

VoxM icon.png
Overhaul
Weight: Medium
Class: Support/pick
Top Speed: Unknown m/s
Mounts: 2 XL, 0 Lg, 0 Sm
Special: Hummingbird jump jets
Jump Jets
Boost time: Unknown s
Refuel: Unknown s
Default Loadout
Primary 1: 8x Missile Pack (XL)
Primary 2: 8x Missile Pack (XL)
Module 1: n/a
Module 2: n/a

Rook[edit]

The Rook packs two Large weapons into a Medium frame—not the GDR you want to see charging at you. Due to its size, it can quickly overheat thanks to its heavy arsenal. The Rook specializes in making its presence known by landing massive amounts of damage, then strafing away to safety. While not quite as agile as the Catalyst, its burst damage and strafing abilities more than compensate.
Gdr Rook.png
Rook
Weight: Medium
Class: Attack
Top Speed: 25 m/s
Mounts: 0 XL, 2 Lg, 0 Sm
Special: Powerful strafe jets
Jump Jets
Boost time: Unknown s
Refuel: Unknown s
Default Loadout
Primary 1: Large Cannon (Lg)
Large Cannon (Lg)
Primary 2: n/a
Module 1: n/a
Module 2: n/a